Okay, so here's a development. i changed all the default starting locations to player1 = start location 1, p2 = 2... etc. instead of 'random' (in the player properties menu)... and it still did NOT work... but THEN, in the lobby, when you add comps to it, if you MOVE the comps around so they're in the default color order, it works every time. The comps build and play like normal. I just did it 4 games in a row, and it worked each time.
So now I'm wondering if maybe changing players colors ingame would fix it? I'm going to keep testing it, but so far, at least it works with a little effort in the lobby.
Okay, so as far as I can tell, it works sometimes and it doesn't work other times. I've been over the triggers I have several times now and the only variable between trials is the fact that in the Player Properties menu, all the default starting locations are listed as Random. When it works, it's because the comps are spawning randomly in the correct location. When it doesn't work, the melee AI sends it's drones to their 'random' starting point even if it's not at it's own base. And once they do that, something is preventing them from continuing their builds - so they pretty much just stick to mining. That's what I've found so far. Hopefully either this is fixed, or a better work around is found at some point because it's pretty sloppy. I want to be able to play with comps at any point but as it looks right now, it's a crap shoot each time hoping they are given the same spots i gave them via triggers.
okay so with that, I'm able to use the starting locations points instead of the regular points just to keep things cleaner.. but the ai is still acting goofy sometimes. I tested it 4 times, and 2 of the times, 2 computer players just mined, and did nothing else for about 20 minutes. the 3rd comp, actually worked tho. he built stuff accordingly with his difficulty setting in the lobby.
It's a single For Each trigger used to determine what starting units they all get so there's no reason why 1 computer would work and the others wouldn't. I don't see what else could possibly be different between them all.
Set Main Town looks for an integer to assign as the main town. Any idea on what that's looking for? or how to originally set a town? I'm going to try the ' AI Advanced - Set the center of player globalPlayerInLobbySlot[localPlayerCounter] town -1 to be at point globalStartingPoint[localPlayerCounter] because -1 was the default entry. we'll see what that does.
Alright, so as it turns out, I just lucked out with the random placements of the comps that last test of mine. My guess is that if you have actual starting location points on the map (and since the comps default starting positions are random) that they mine at wherever their randomly selected starting point was even if they didn't start the game in that spot?
I only guess that, because I'm trying to figure out if there's a way to maybe have an actual starting location point at each place as well as a regular point (that im using for players via triggers) and then somehow blocking them so comps can't start there if players are in those lobby slots forcing the comps to spawn only in the remaining ones?
I moved the start location BEFORE. And still nothing. I tested a basic trigger on a blank map to move a starting point just to see, and it does not work period. anyways, it appears I found a workaround...
I used the Give Player standard melee units trigger (it's in the melee trigger field) instead of "give all players..." just give each player the units individually - then in a trigger after that, issue the 'start all melee ai for all comp. players'. I'll do some more testing, but so far, it looks like that does the trick.
I was trying to crack the same problem. I tried to move the start locations with the Move Point trigger but it seems that either the game doesn't follow the starting locations, or they don't move at all. Either way, it doesn't work.
So now I'm back to trying to get the AI to act as normal melee AI and placing the starting units at run time manually with triggers.
I see it's been awhile since you posted this, but if you see this, lemme know if you've found anything more on this.
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Okay, so here's a development. i changed all the default starting locations to player1 = start location 1, p2 = 2... etc. instead of 'random' (in the player properties menu)... and it still did NOT work... but THEN, in the lobby, when you add comps to it, if you MOVE the comps around so they're in the default color order, it works every time. The comps build and play like normal. I just did it 4 games in a row, and it worked each time.
So now I'm wondering if maybe changing players colors ingame would fix it? I'm going to keep testing it, but so far, at least it works with a little effort in the lobby.
Okay, so as far as I can tell, it works sometimes and it doesn't work other times. I've been over the triggers I have several times now and the only variable between trials is the fact that in the Player Properties menu, all the default starting locations are listed as Random. When it works, it's because the comps are spawning randomly in the correct location. When it doesn't work, the melee AI sends it's drones to their 'random' starting point even if it's not at it's own base. And once they do that, something is preventing them from continuing their builds - so they pretty much just stick to mining. That's what I've found so far. Hopefully either this is fixed, or a better work around is found at some point because it's pretty sloppy. I want to be able to play with comps at any point but as it looks right now, it's a crap shoot each time hoping they are given the same spots i gave them via triggers.
@DeProgrammer: Go
okay so with that, I'm able to use the starting locations points instead of the regular points just to keep things cleaner.. but the ai is still acting goofy sometimes. I tested it 4 times, and 2 of the times, 2 computer players just mined, and did nothing else for about 20 minutes. the 3rd comp, actually worked tho. he built stuff accordingly with his difficulty setting in the lobby.
It's a single For Each trigger used to determine what starting units they all get so there's no reason why 1 computer would work and the others wouldn't. I don't see what else could possibly be different between them all.
Set Main Town looks for an integer to assign as the main town. Any idea on what that's looking for? or how to originally set a town? I'm going to try the ' AI Advanced - Set the center of player globalPlayerInLobbySlot[localPlayerCounter] town -1 to be at point globalStartingPoint[localPlayerCounter] because -1 was the default entry. we'll see what that does.
@greythepirate: Go
Alright, so as it turns out, I just lucked out with the random placements of the comps that last test of mine. My guess is that if you have actual starting location points on the map (and since the comps default starting positions are random) that they mine at wherever their randomly selected starting point was even if they didn't start the game in that spot?
I only guess that, because I'm trying to figure out if there's a way to maybe have an actual starting location point at each place as well as a regular point (that im using for players via triggers) and then somehow blocking them so comps can't start there if players are in those lobby slots forcing the comps to spawn only in the remaining ones?
I dunno - i'll keep playing with it.
@DeProgrammer: Go
Yeah okay, I'll start messing with that and see if that helps.
@DeProgrammer: Go
I moved the start location BEFORE. And still nothing. I tested a basic trigger on a blank map to move a starting point just to see, and it does not work period. anyways, it appears I found a workaround...
I used the Give Player standard melee units trigger (it's in the melee trigger field) instead of "give all players..." just give each player the units individually - then in a trigger after that, issue the 'start all melee ai for all comp. players'. I'll do some more testing, but so far, it looks like that does the trick.
@jcraigk: Go
I was trying to crack the same problem. I tried to move the start locations with the Move Point trigger but it seems that either the game doesn't follow the starting locations, or they don't move at all. Either way, it doesn't work.
So now I'm back to trying to get the AI to act as normal melee AI and placing the starting units at run time manually with triggers.
I see it's been awhile since you posted this, but if you see this, lemme know if you've found anything more on this.