I just got SC2 HotS and I updated my maps to the HotS dependencies and some weird things are going on I have no idea how its happening or to correct. Here is the problem, I have a super warp gate in the corner of my map and after the HotS update during usually around 10 minuets I notice two phoenix will fly in over this super warp gate and stay there. This never happen in WoL version of the map nor was there anything made to for the phoenixes to appear in that version. I've looked through the triggers and nothing seems to be responsible for this because when the phoenix make their appearance in the map and it dont coincide with any of the running triggers. So how are these phoenix flying into the map?
Edit Solved: I had to many AI scripts running at the same time in the map. Deleting the advance Melee AI script fixed the problem on the Super Warp Gate warping the Phoenix in the map.
Here is the map, I think the AI is putting them there. From my experience with other maps, I've seen the AI puts the units or make units move in that part of the map when there is no given point to.
Certainly some creepy stuff happening here. So what is it everyone? Did Blizzard HotS dependencies hack my game and cause this Or is the Ai starting to become sentient and self aware. My guess is the later.
Ghost or not I'm going to try and figure exactly out what is going on here with the super warp gate. I'm thinking the computer Ai is automatically building them some how. To start I just deleted the Super Warp gate on my map and the Phoenix did not show up in the game. Very interesting stuff exactly what I wanted to see. Now next I wonder if I put two super warp gates in the map will this double the amount of phoenix show up or will they even show up at all after I deleted the super warp gate. I will get back on this.
Now that has been said my next question is if the Ai is building them how could you stop this sort of control or will this disable the Ai all together??
Thanks for the suggestion. I removed the Build ability from the super warp gate and the phoenix still warp in. However, the trigger that I used to disable the super warp gate's production did work out. I also moved the super warp gate away from the corner on the map into a new location and the phoenix still warp in near the warp gate and because the super warp gate was in a new position away from the corner of the map the phoenix then headed to the spot that you see in the example picture. The Ai is with out doubt is building them some how through other means but it always never builds more then two. Sometimes it builds one at the very start of the game and then it waits till the 10-13 min mark to build the other one. But other then building them the Ai does nothing else with them and the phoenixes just sits idle in the corner.
Only initialize the campaign AI, not the melee AI. They are conflicting AIs never intended to both be run at the same time. Melee AI will try and do standard melee stuff including attack waves and training etc. Campaign AI is a blank canvas (you need to instruct it what to do). The reason the two phoenix go to the bottom left is that their movement control logic has a null point which turns into 0,0 or the lower left corner of the map.
With AI I would advise reading the inbuilt scripts to understand how AI initialization and control is really done. You can then build your own AI on it.
In the case of defence maps (what this looks like?) you can often get away with "suicide AI". AI units set to "suicide" will mercilessly hunt down all enemy units on the map starting with the nearest one. In Melee or RTS style play this is bad as it can result in excessive losses making for poor AI performance. However in maps where the AI has no care for unit safety (attacker of a defence map) it is perfect and will give generally the desired unit assault responses (you do not want units to run away when losing and regroup).
Thanks, deleting the melee Ai worked. The phoenixes didn't even spawn. I will certainly give it a try in building my own Ai by reading the inbuilt scrips but first where are the scripts at in order to read. The suicide Ai works but when it comes to units with no attack that is where the problems arise with this trigger. So implementation of more strategic Ai control is certainly needed here.
I will certainly give it a try in building my own Ai by reading the inbuilt scrips but first where are the scripts at in order to read
They are with the native and inbuilt library scripts. For the latest versions of those use a tool like MPQEdit to open the patch archives (as they replace the standard ones). For people reading this post in the future do be aware that SC2 3.0 (Legacy of the Void) will drop MPQ support so you will need to use another tool to extract them (a CASC browser).
Quote:
The suicide Ai works but when it comes to units with no attack that is where the problems arise with this trigger. So implementation of more strategic Ai control is certainly needed here.
Except you generally avoid such units in defence maps because they are not very useful to fight ("that overseer is so threatening when I do not even use invisible"). You should be able to get them to tag along by grouping units together into an attack wave and ordering the attack wave to suicide (since it will try and keep the units together). Alternatively make an attack wave of all the units and order it to attack towards the critical building at the centre (since if that dies you usually lose so who cares about stragglers). If you do not immediately lose you can order all combat units to suicide after the centre has fallen.
Now I see what your talking about. I've always look at the list of triggers through that selection box when creating them.
Instead of using the global suicide trigger I use the send attack wave trigger on this map. Now there are plenty of reason to have units the have no attack in defense map like Transport units, they have no attack and can be useful for deploying units in areas on the map. Also certain kinds of spell caster also have no attacks and solely rely upon abilities to deal damage. In one of my previous map, Zertaul is invisible and when he use the void prism on the overseers to stop the detection the Ai stop all function on the overseer after the spell is finished. In that map I believe I use the suicide trigger to order units to attack. Now the question here is how would you make the Ai here keep control over the Overseer and keep it moving around when Zeratul void prism have finished its effect on it.
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I just got SC2 HotS and I updated my maps to the HotS dependencies and some weird things are going on I have no idea how its happening or to correct. Here is the problem, I have a super warp gate in the corner of my map and after the HotS update during usually around 10 minuets I notice two phoenix will fly in over this super warp gate and stay there. This never happen in WoL version of the map nor was there anything made to for the phoenixes to appear in that version. I've looked through the triggers and nothing seems to be responsible for this because when the phoenix make their appearance in the map and it dont coincide with any of the running triggers. So how are these phoenix flying into the map?
Edit Solved: I had to many AI scripts running at the same time in the map. Deleting the advance Melee AI script fixed the problem on the Super Warp Gate warping the Phoenix in the map.
The post that solved it. http://www.sc2mapster.com/forums/development/data/72688-solved-what-is-going-on-here/#p15
seems like easter egg
Dang, how do you fix that? Did you see it happen too?
could you screen shot the phoenix aircraft? Or maybe upload a working replay of them?
If any Protoss player is controlled by a computer who is running a default AI and who owns a Warpgate it is possible that the AI is making them.
Here is a screenshot of the two phoenixes I'm talking about. They come out of nowhere on the bottom left hand corner.
you've been hacked
Will probably need the map to check out the cause. Either an AI is building them or a rouge trigger creates them.
Here is the map, I think the AI is putting them there. From my experience with other maps, I've seen the AI puts the units or make units move in that part of the map when there is no given point to.
Probably creepypasta related.
Certainly some creepy stuff happening here. So what is it everyone? Did Blizzard HotS dependencies hack my game and cause this Or is the Ai starting to become sentient and self aware. My guess is the later.
You have a case of "ghost in the machine"
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Ghost or not I'm going to try and figure exactly out what is going on here with the super warp gate. I'm thinking the computer Ai is automatically building them some how. To start I just deleted the Super Warp gate on my map and the Phoenix did not show up in the game. Very interesting stuff exactly what I wanted to see. Now next I wonder if I put two super warp gates in the map will this double the amount of phoenix show up or will they even show up at all after I deleted the super warp gate. I will get back on this.
Now that has been said my next question is if the Ai is building them how could you stop this sort of control or will this disable the Ai all together??
Remove the Build ability from said warp gate? Use a trigger to disable unit production at warp gates in the designated area?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Thanks for the suggestion. I removed the Build ability from the super warp gate and the phoenix still warp in. However, the trigger that I used to disable the super warp gate's production did work out. I also moved the super warp gate away from the corner on the map into a new location and the phoenix still warp in near the warp gate and because the super warp gate was in a new position away from the corner of the map the phoenix then headed to the spot that you see in the example picture. The Ai is with out doubt is building them some how through other means but it always never builds more then two. Sometimes it builds one at the very start of the game and then it waits till the 10-13 min mark to build the other one. But other then building them the Ai does nothing else with them and the phoenixes just sits idle in the corner.
Only initialize the campaign AI, not the melee AI. They are conflicting AIs never intended to both be run at the same time. Melee AI will try and do standard melee stuff including attack waves and training etc. Campaign AI is a blank canvas (you need to instruct it what to do). The reason the two phoenix go to the bottom left is that their movement control logic has a null point which turns into 0,0 or the lower left corner of the map.
With AI I would advise reading the inbuilt scripts to understand how AI initialization and control is really done. You can then build your own AI on it.
In the case of defence maps (what this looks like?) you can often get away with "suicide AI". AI units set to "suicide" will mercilessly hunt down all enemy units on the map starting with the nearest one. In Melee or RTS style play this is bad as it can result in excessive losses making for poor AI performance. However in maps where the AI has no care for unit safety (attacker of a defence map) it is perfect and will give generally the desired unit assault responses (you do not want units to run away when losing and regroup).
Thanks, deleting the melee Ai worked. The phoenixes didn't even spawn. I will certainly give it a try in building my own Ai by reading the inbuilt scrips but first where are the scripts at in order to read. The suicide Ai works but when it comes to units with no attack that is where the problems arise with this trigger. So implementation of more strategic Ai control is certainly needed here.
They are with the native and inbuilt library scripts. For the latest versions of those use a tool like MPQEdit to open the patch archives (as they replace the standard ones). For people reading this post in the future do be aware that SC2 3.0 (Legacy of the Void) will drop MPQ support so you will need to use another tool to extract them (a CASC browser).
Except you generally avoid such units in defence maps because they are not very useful to fight ("that overseer is so threatening when I do not even use invisible"). You should be able to get them to tag along by grouping units together into an attack wave and ordering the attack wave to suicide (since it will try and keep the units together). Alternatively make an attack wave of all the units and order it to attack towards the critical building at the centre (since if that dies you usually lose so who cares about stragglers). If you do not immediately lose you can order all combat units to suicide after the centre has fallen.
Now I see what your talking about. I've always look at the list of triggers through that selection box when creating them.
Instead of using the global suicide trigger I use the send attack wave trigger on this map. Now there are plenty of reason to have units the have no attack in defense map like Transport units, they have no attack and can be useful for deploying units in areas on the map. Also certain kinds of spell caster also have no attacks and solely rely upon abilities to deal damage. In one of my previous map, Zertaul is invisible and when he use the void prism on the overseers to stop the detection the Ai stop all function on the overseer after the spell is finished. In that map I believe I use the suicide trigger to order units to attack. Now the question here is how would you make the Ai here keep control over the Overseer and keep it moving around when Zeratul void prism have finished its effect on it.