Nice tutorial, I should check the AI module out sometime, too used to triggers.
Question about waypoints: If you set a waypoint and then another one, is the old one overwritten or is it sequential? Like I have Point A and Point B, will B overwrite A or will the wave follow A and then go to B?
Just wondering, would there be any specific examples wanted in a micro tutorial other than a simple AOE attack (fungal growth, psi storm, etc)? Otherwise I'll probably just show one of those and let the player figure out the more specific triggering of other abilities. I was thinking maybe I could also come up with something for transfuse, but since swarm queen mostly replaces the normal queen (and has autocast), that may not be as useful.
It's sequential. In my initial testing I only used up to two waypoints though. In other tutorials I've heard people say units will ignore waypoints if they aren't given enough time to go to them, and I assume that's still true as well. I'm not entirely sure as to how much the ordering of points matters, but mine happened to be ordered this way:
well i dont know what exactly is possible using the editor but i planned on using the info i got to try to make an AI for one of my hero units in a hero survival game. id like to see things like knowing when to run away, kite back, picking best snipe targets, knowing when to use a stimpack-like ability, when to enter/leave cloak, and energy management. im not sure how much is possible so i will take what i can get lol
also things like know to wait back and Regen when on low hp/energy. perhaps even get more careful when on low hp
Here's some ideas I'm thinking about for a part 2 tutorial.
Introducing the difficulty parameters action.
Introducing the set AI APM action.
Create a burrowed infestor who unburrows and fungals enemies whenever 3 or more enemy units are nearby, then burrows back underground. (Haven't actually made this yet, but I think it should be doable)
A reactionary unit like a banshee who cloaks when attacked once.
Showing Blizzards "semi smart kiting" script they made for the Diamondback, but I probably won't go into much detail about it.
Upgrades (give the AI armor/attack upgrades over time during the mission). And maybe some initial upgrades as well. (Zergling speed for example)
Hey guys, I'd like to ask how I can generate waves out of thin air with the AI editor. Do I have to make a custom trigger that generates units every certain amount of time and also use the AI editor to set up the wave?
Though I haven't quite tried it myself, when you make a new wave there's some boxes you can check, one of them is "Create units instantly". Also in the points section, you can specify a creation point.
Also I remember this video tutorial going into that:
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This tutorial goes through how to use the AI editor to set up attack waves.
really looking forward to micro tutorial ^_^
Nice tutorial, I should check the AI module out sometime, too used to triggers.
Question about waypoints: If you set a waypoint and then another one, is the old one overwritten or is it sequential? Like I have Point A and Point B, will B overwrite A or will the wave follow A and then go to B?
@joey101d: Go
Just wondering, would there be any specific examples wanted in a micro tutorial other than a simple AOE attack (fungal growth, psi storm, etc)? Otherwise I'll probably just show one of those and let the player figure out the more specific triggering of other abilities. I was thinking maybe I could also come up with something for transfuse, but since swarm queen mostly replaces the normal queen (and has autocast), that may not be as useful.
@StealthToast: Go
It's sequential. In my initial testing I only used up to two waypoints though. In other tutorials I've heard people say units will ignore waypoints if they aren't given enough time to go to them, and I assume that's still true as well. I'm not entirely sure as to how much the ordering of points matters, but mine happened to be ordered this way:
Gather Point
Target Point
Waypoint 1
Waypoint 2
@ksnumedia: Go
Woot! :D
@masked
well i dont know what exactly is possible using the editor but i planned on using the info i got to try to make an AI for one of my hero units in a hero survival game. id like to see things like knowing when to run away, kite back, picking best snipe targets, knowing when to use a stimpack-like ability, when to enter/leave cloak, and energy management. im not sure how much is possible so i will take what i can get lol
also things like know to wait back and Regen when on low hp/energy. perhaps even get more careful when on low hp
@joey101d: Go
I'll keep it in the back of my mind as something to think about, though some of this may be more of infiniteturtles territory, haha.
Lol well if he know how to do that, have him make a tutorial XD
Here's some ideas I'm thinking about for a part 2 tutorial.
Introducing the difficulty parameters action.
Introducing the set AI APM action.
Create a burrowed infestor who unburrows and fungals enemies whenever 3 or more enemy units are nearby, then burrows back underground. (Haven't actually made this yet, but I think it should be doable)
A reactionary unit like a banshee who cloaks when attacked once.
Showing Blizzards "semi smart kiting" script they made for the Diamondback, but I probably won't go into much detail about it.
Upgrades (give the AI armor/attack upgrades over time during the mission). And maybe some initial upgrades as well. (Zergling speed for example)
Hey guys, I'd like to ask how I can generate waves out of thin air with the AI editor. Do I have to make a custom trigger that generates units every certain amount of time and also use the AI editor to set up the wave?
@Huntingg: Go
Though I haven't quite tried it myself, when you make a new wave there's some boxes you can check, one of them is "Create units instantly". Also in the points section, you can specify a creation point.
Also I remember this video tutorial going into that: