So I'm creating this map with two parts, where the computer terran player is supposed to be rebuilding his base (which is removed by triggers in the cinematic connecting the two parts), but he only rebuilds certain ones. More specifically, he builds depots, engineering bays, and turrets. But nothing else. He has the minerals. He has the command centre, so he is able to build a barracks... but he doesn't. I wait and wait, but in the end, he's just harvesting. All the units have same rebuild count (3).
I did a test with a simple map, and learned some things:
The SCVs will rebuild depots when the depots are removed by triggers. That is good.
If a depot is flagged as a bully, it will be built once activated. Also good.
In neither case will the SCVs follow this up by rebuilding the barracks, which I found really odd. Not good.
If a depot is already placed (and not removed), the SCVs will rebuild the barracks. What's even more odd, is that they will go on to rebuild the factory when the barracks is done. Okay, I guess.
The barracks will build marines, both the kind that are removed and those that are bullies. Good.
Several SCVs can easily build several buildings at the same time. Good.
No matter what, I can't seem to build factories via bullies (though, as said, they will be built if they are pre-placed and set to be rebuilt). Not too good.
The SCVs sometimes won't rebuild starports. Other times it'll do it without a factory! What?
This feels so random. At first, it seemed to be the barracks that was the problem, as it wouldn't be rebuilt without a preplaced depot. Okay, fine, easy to fix. I put a depot somewhere, and I'm done. But why won't the starport be built? And why can a barracks be activated as a bully, but not a factory?
Just gonna throw out some ideas as I look at the AI functions:
- One workaround might be to use an issue ai order. You could have a condition that checks for barracks in area, and if there are none it could order the nearest scv to build one.
- Maybe try the 'Reset bully rebuild counts in region'. Seems worth a try.
- 'Set minimum bully count'. Might do something...
- 'Set rebuild count'
- 'Make always' and 'make once', this could be a last resort thing to check out as the description shows a small amount of potential.
Well those are the only ones that look like they have some potential. Think I'll try seeing what I come up with by running with the first idea.
I just remembered I had a test map where the bullies seemed to be working. I just added an extra trigger to it with the reset bullies action, it seems to work well. Hopefully it'll help you out.
I'll check out all that later today when I get back from school. I did a little test just now, though, using pre-placed supply depots. Suddenly the computer rebuilds his entire base, even refilling his old bunkers! So there's progress!
One thing to look at could be are your player properties set up correctly. I think in order for it to work properly you need to set their race correctly. So if it's at something like random or any, then it'd only work 1 in three times.
That was correct from the get-go, so no worries there.
I have tested it more now, and it works pretty well. The only thing I can't seem to get the computer to do, is build tech reactors. A bit frustrating, but I just removed the requirements for those units that need tech labs before they can be trained, so it's practically the same.
That's strange, they build tech labs in my test map. It makes me wonder if there's just some small tiny difference. Heck it could even just be a dependency thing, my test map just uses the Swarm (Mod).
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So I'm creating this map with two parts, where the computer terran player is supposed to be rebuilding his base (which is removed by triggers in the cinematic connecting the two parts), but he only rebuilds certain ones. More specifically, he builds depots, engineering bays, and turrets. But nothing else. He has the minerals. He has the command centre, so he is able to build a barracks... but he doesn't. I wait and wait, but in the end, he's just harvesting. All the units have same rebuild count (3).
Any one help?
Have you tried messing with the action activate bullies in region?
Edit: Or maybe even creating new bullies where the old structures stood.
I have, yes.
I did a test with a simple map, and learned some things:
This feels so random. At first, it seemed to be the barracks that was the problem, as it wouldn't be rebuilt without a preplaced depot. Okay, fine, easy to fix. I put a depot somewhere, and I'm done. But why won't the starport be built? And why can a barracks be activated as a bully, but not a factory?
Just gonna throw out some ideas as I look at the AI functions:
- One workaround might be to use an issue ai order. You could have a condition that checks for barracks in area, and if there are none it could order the nearest scv to build one.
- Maybe try the 'Reset bully rebuild counts in region'. Seems worth a try.
- 'Set minimum bully count'. Might do something...
- 'Set rebuild count'
- 'Make always' and 'make once', this could be a last resort thing to check out as the description shows a small amount of potential.
Well those are the only ones that look like they have some potential. Think I'll try seeing what I come up with by running with the first idea.
I just remembered I had a test map where the bullies seemed to be working. I just added an extra trigger to it with the reset bullies action, it seems to work well. Hopefully it'll help you out.
I'll check out all that later today when I get back from school. I did a little test just now, though, using pre-placed supply depots. Suddenly the computer rebuilds his entire base, even refilling his old bunkers! So there's progress!
One thing to look at could be are your player properties set up correctly. I think in order for it to work properly you need to set their race correctly. So if it's at something like random or any, then it'd only work 1 in three times.
That was correct from the get-go, so no worries there.
I have tested it more now, and it works pretty well. The only thing I can't seem to get the computer to do, is build tech reactors. A bit frustrating, but I just removed the requirements for those units that need tech labs before they can be trained, so it's practically the same.
That's strange, they build tech labs in my test map. It makes me wonder if there's just some small tiny difference. Heck it could even just be a dependency thing, my test map just uses the Swarm (Mod).