I'm interested in how to actually start creating an ai, i've got pretty high expectations so i prolly want to script it manually or so. However this is my first go at the editor or any editor at all so a little nudge in the right direction could be nice, i've been searching the forums a bit and i can't seem to find what im looking for :(
However, this is a case of greatly underestimating how much work this would be.
If you've never worked with an editor, then you probably also don't have experience in using scripting languages.
I'd recommend first learning how to use GUI triggering (Graphical user interface).
I do have some programming experience, i'm not sure how simmilar it is to "scripting". Up until now i've just been one of "those gamers" haha :D. I'm ready to put down a lot of work because it's something that interests me a lot. And from what i can tell building an ai from triggers alone greatly limits what you can do, or did i missunderstand that?
I do have some programming experience, i'm not sure how simmilar it is to "scripting".
Galaxy scripting is basically the same thing as programming. Galaxy uses a C-like syntax, no OOP, no pointers, no classes. If you never worked with those editor scripting languages before, the only thing, which might be new for you, is a trigger, an object, which can execute a function, when a specific event happens ingame.
So for scripting your AI, you would need to familiarize yourself with triggers and events in general, as well as with the functions you have at your disposal to influence the playstyle of your AI (mainly issue order functions).
Quote:
And from what i can tell building an ai from triggers alone greatly limits what you can do, or did i missunderstand that?
Actually, the stuff you can do in galaxy script, but cannot do with Gui triggers is fairly limited. If this is the only thing, which concerns you, you can most likely just use Gui triggers and be fine.
However, if you do have some programming experience, galaxy scripting might be more convenient for you to do, in this case you can start with script right away. I just want to point out, that its more a matter of preference, scripting is not required to make a good AI I think, however I would definitely use script myself.
As for actually creating the AI, you would use triggers to order units based on the circumstances. Easiest example would be a trigger, Event: Map initialization, Action: Pick all your workers and send them to their mineral patches.
All other AI actions would follow the same principle, however this might become infinitely complex, if you take all possible circumstances into account.
Yeah i've been looking at the GUI a bit and it seems like i'll start there for now and see how it goes, i have a lot of other things to implement though so yeah. I think i'll be starting with the custom interface i need. because without that everything else kind of falls flat.
I've never done any code inside of Galaxy Editor, but from what I've heard, it's quite similar to a language like C... Anyways I've made some pretty complex maps all with triggers. From what I know, you can do just about anything with triggers that you can do with code. The only "real" advantage to code is that, if you know what your doing, it can be faster to just type up something instead of using the GUI. But if you are new to galaxy editor, I always recommend using the GUI. Like I said, you won't hit any sort of limitation from using it.
Making an AI manually is incredibly complicated. But Blizzard has included a bunch of triggers that let you control the AI, so you can "borrow" the blizzard AI and modify it to suit your map. So if you just want the AI made for something like a campagin level, there's no need to build one yourself. You can do things like set up attack waves, gather points, troop replacements, etc... But building everything from scratch is incredibly complicated.
A custom interface could be accomplished via modifying the layout files (which is, once again, no easy task) or by creating dialogs (which I would recommend if you need a custom interface). There's a nice dialog tutorial I used when I got started here.
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True, His thread title however qualifies as being "dumb";P.
Im really tired of seeing thread titles as "Noob question here" or "Help data noob here" etc.
I will remind OP and everyone that a thread title should highlight/hint at the problem or query. This makes life easier for everyone. Both for people attempting to help and those in the future that would seek reference to any previously resolved questions and problems.
Any thread explicitly violating that rule will be locked at my discretion.
Edit: Ive taken the liberty of editing the thread title for you. Ensure you dont make a habit of using incorrect naming conventions.
I'm interested in how to actually start creating an ai, i've got pretty high expectations so i prolly want to script it manually or so. However this is my first go at the editor or any editor at all so a little nudge in the right direction could be nice, i've been searching the forums a bit and i can't seem to find what im looking for :(
This isn't a dumb question :)
However, this is a case of greatly underestimating how much work this would be.
If you've never worked with an editor, then you probably also don't have experience in using scripting languages.
I'd recommend first learning how to use GUI triggering (Graphical user interface).
We've got a nice beginner tutorial here:
http://forums.sc2mapster.com/resources/tutorials/2051-beginners-guide-to-triggers-variables-arrays-constants/
And Blizzard themselves got one too:
http://eu.battle.net/sc2/en/game/maps-and-mods/tutorials/trigger/
@s3rius: Go
I do have some programming experience, i'm not sure how simmilar it is to "scripting". Up until now i've just been one of "those gamers" haha :D. I'm ready to put down a lot of work because it's something that interests me a lot. And from what i can tell building an ai from triggers alone greatly limits what you can do, or did i missunderstand that?
Galaxy scripting is basically the same thing as programming. Galaxy uses a C-like syntax, no OOP, no pointers, no classes. If you never worked with those editor scripting languages before, the only thing, which might be new for you, is a trigger, an object, which can execute a function, when a specific event happens ingame.
So for scripting your AI, you would need to familiarize yourself with triggers and events in general, as well as with the functions you have at your disposal to influence the playstyle of your AI (mainly issue order functions).
Actually, the stuff you can do in galaxy script, but cannot do with Gui triggers is fairly limited. If this is the only thing, which concerns you, you can most likely just use Gui triggers and be fine.
However, if you do have some programming experience, galaxy scripting might be more convenient for you to do, in this case you can start with script right away. I just want to point out, that its more a matter of preference, scripting is not required to make a good AI I think, however I would definitely use script myself.
As for actually creating the AI, you would use triggers to order units based on the circumstances. Easiest example would be a trigger, Event: Map initialization, Action: Pick all your workers and send them to their mineral patches.
All other AI actions would follow the same principle, however this might become infinitely complex, if you take all possible circumstances into account.
@Kueken531: Go
Yeah i've been looking at the GUI a bit and it seems like i'll start there for now and see how it goes, i have a lot of other things to implement though so yeah. I think i'll be starting with the custom interface i need. because without that everything else kind of falls flat.
@Qiw: Go
I've never done any code inside of Galaxy Editor, but from what I've heard, it's quite similar to a language like C... Anyways I've made some pretty complex maps all with triggers. From what I know, you can do just about anything with triggers that you can do with code. The only "real" advantage to code is that, if you know what your doing, it can be faster to just type up something instead of using the GUI. But if you are new to galaxy editor, I always recommend using the GUI. Like I said, you won't hit any sort of limitation from using it.
Making an AI manually is incredibly complicated. But Blizzard has included a bunch of triggers that let you control the AI, so you can "borrow" the blizzard AI and modify it to suit your map. So if you just want the AI made for something like a campagin level, there's no need to build one yourself. You can do things like set up attack waves, gather points, troop replacements, etc... But building everything from scratch is incredibly complicated.
A custom interface could be accomplished via modifying the layout files (which is, once again, no easy task) or by creating dialogs (which I would recommend if you need a custom interface). There's a nice dialog tutorial I used when I got started here.
@zeldarules28: Go
Yeah well i'm not looking for a campaign ai, i'm gonna make a really good / complex melee ai.. but its gonna take a LOT of time :P
True, His thread title however qualifies as being "dumb";P.
Im really tired of seeing thread titles as "Noob question here" or "Help data noob here" etc.
I will remind OP and everyone that a thread title should highlight/hint at the problem or query. This makes life easier for everyone. Both for people attempting to help and those in the future that would seek reference to any previously resolved questions and problems.
Any thread explicitly violating that rule will be locked at my discretion.
Edit: Ive taken the liberty of editing the thread title for you. Ensure you dont make a habit of using incorrect naming conventions.
@EternalWraith: Go
Ah thank you, as you can see im new here and i guess i got lazy, i'm sorry it wont happen again <3