what i do is simple ( or not ), i create a wave. best case if i can create waves like i do on the screenshot, is really easy and i have many option because of the unit level.
than i reload the issue orders all 35 seconds. that works too.
on my map, you see a small labyrinth. the enemy units spawn at point 5 and go straight down in the labyrinth.
that works fine but if i place buildings ( player buildings no walls or somethings like this ) on the way, the units cannot find their way to the getunitID unit. the units attack the buildings if they near enough, but they do nothing after, even with new issue order, they cannot find the unit if there buildings on their way.
it is like they ignore buildings as part of my army.
screenshot -
thats the labyrinth. at the end are the units ( include the target unit ).
Try linking the images and not the un-clickable tiny thumbnails so we can actually see what you are talking about.
Quote:
on my map, you see a small labyrinth. the enemy units spawn at point 5 and go straight down in the labyrinth.
that works fine but if i place buildings ( player buildings no walls or somethings like this ) on the way, the units cannot find their way to the getunitID unit. the units attack the buildings if they near enough, but they do nothing after, even with new issue order, they cannot find the unit if there buildings on their way.
it is like they ignore buildings as part of my army.
This is a common problem with no real solution. SC2 is not designed to cope with mazes with destructible blockages. You can encourage them to attack the blocking units with higher priority/weapons but they still might make dumb decisions like try and attack a central wall rather than the one in the path and so go to one side helplessly.
You can however solve it with a little bit of blockage trickery. Instead of it being an immovable blockage creating a pathing island with the rest of the maze, you make the blockages dynamic. Specifically you use the mechanics of sentry guns / predation turrets which only become unpathable once a unit is nearby. This way the enemies will happily make their way around the maze until they encounter a blockage. Giving the blockage a weapon as well as high priority will make them focus it down and ignore units behind it since it is right next to them. One can think of this as a supply depot that automatically raises when enemies (or allies?) are nearby otherwise it is lowered. Since there is no actial blockage most of the time the pathfinder will have no problems routing units through the maze. Sure the path finder might break from time to time while one of the blockages is raised, however it will be attacked by nearby units or eventually lowered restoring the pathfinder to normal.
without buildings the KI find the way. if i build and block the way the KI stucks and cannot find them anymore.
i tried a higher priority of buildings but no effect. i also tried footprints to footprint 4x4 ( no build ) and give them manuel collision
but it dont work.
its intended to build a wall to keep the enemys outside, also the enemys need to attack the wall first. its the same like on the mineralz map.
i need something like, search and destroy include all buildings or attack nearest building if path blocked.
SC2 is not designed to handle mazes well with melee units. The game itself is meant for ranged units in open spaces. If you tried this in WC3 something similar happens.
You can however solve it with a little bit of blockage trickery. Instead of it being an immovable blockage creating a pathing island with the rest of the maze, you make the blockages dynamic. Specifically you use the mechanics of sentry guns / predation turrets which only become unpathable once a unit is nearby. This way the enemies will happily make their way around the maze until they encounter a blockage. Giving the blockage a weapon as well as high priority will make them focus it down and ignore units behind it since it is right next to them. One can think of this as a supply depot that automatically raises when enemies (or allies?) are nearby otherwise it is lowered. Since there is no actial blockage most of the time the pathfinder will have no problems routing units through the maze. Sure the path finder might break from time to time while one of the blockages is raised, however it will be attacked by nearby units or eventually lowered restoring the pathfinder to normal.
Giving the wall a weapon that hits for 1 damage every few seconds or even nothing might help. Units that are not attacking generally have lower combat priority. This is why workers will usually be killed last in an enemy army with exception of SCVs repairing a combat unit (repair inherits repaired unit's agro).
Hi,
ty very much for response ImperialGood. The problem with sentry guns and supply depots, the system is really easy to abuse ( bug using ). I think i have a Solution ! After 7-8 hours of searching i found this thread here on sc2mapster : http://www.sc2mapster.com/forums/development/aidev/41553-basic-ai-module-video/#p5
I have done exactly the same thing like the guy in the video ( include attach point to probe ) and all tests works. i tried it a few times and no problems.
here is an actual screenshot of an example maze from my map : http://www.bilder-upload.eu/upload/86c057-1430923570.png
the ki find the way and destroy all walls on their way. i have only testet 3-5 different mazes because found the tutorial for 1 hour or so.
a big ty also to the user GameMore =)
I hope it works in later tests too. the walls have a 4x4 footprint and are not passable from enemys or my units.
The problem with sentry guns and supply depots, the system is really easy to abuse ( bug using ).
Until you post evidence that it is easy to abuse I unfortunately have to say that it is not abuse able and would work. Especially if you do not give the morph order a command card button and make it raise when both friendly and non-friendly approach.
Attack waves probably work because they use the in-built wave management system. This is designed to cope with walls because walling is a common melee strategy. I am surprised it works so well however since it usually works in big open spaces (entrance to a base) and not small winding spaces (maze).
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Hi,
i need a little bit help with my triggers.
what i do is simple ( or not ), i create a wave. best case if i can create waves like i do on the screenshot, is really easy and i have many option because of the unit level.
than i reload the issue orders all 35 seconds. that works too.
on my map, you see a small labyrinth. the enemy units spawn at point 5 and go straight down in the labyrinth.
that works fine but if i place buildings ( player buildings no walls or somethings like this ) on the way, the units cannot find their way to the getunitID unit. the units attack the buildings if they near enough, but they do nothing after, even with new issue order, they cannot find the unit if there buildings on their way.
it is like they ignore buildings as part of my army.
screenshot -
thats the labyrinth. at the end are the units ( include the target unit ).
i hope you guys can help me.
sorry for my bad english.
Try linking the images and not the un-clickable tiny thumbnails so we can actually see what you are talking about.
This is a common problem with no real solution. SC2 is not designed to cope with mazes with destructible blockages. You can encourage them to attack the blocking units with higher priority/weapons but they still might make dumb decisions like try and attack a central wall rather than the one in the path and so go to one side helplessly.
You can however solve it with a little bit of blockage trickery. Instead of it being an immovable blockage creating a pathing island with the rest of the maze, you make the blockages dynamic. Specifically you use the mechanics of sentry guns / predation turrets which only become unpathable once a unit is nearby. This way the enemies will happily make their way around the maze until they encounter a blockage. Giving the blockage a weapon as well as high priority will make them focus it down and ignore units behind it since it is right next to them. One can think of this as a supply depot that automatically raises when enemies (or allies?) are nearby otherwise it is lowered. Since there is no actial blockage most of the time the pathfinder will have no problems routing units through the maze. Sure the path finder might break from time to time while one of the blockages is raised, however it will be attacked by nearby units or eventually lowered restoring the pathfinder to normal.
Hi,
ty for response.
here the screenshots ( i have problems to link them ) :
http://www.bilder-upload.eu/show.php?file=6bf9fd-1430892208.png
http://www.bilder-upload.eu/show.php?file=7657f4-1430892260.png
http://www.bilder-upload.eu/show.php?file=85784b-1430892317.png
without buildings the KI find the way. if i build and block the way the KI stucks and cannot find them anymore.
i tried a higher priority of buildings but no effect. i also tried footprints to footprint 4x4 ( no build ) and give them manuel collision
but it dont work.
its intended to build a wall to keep the enemys outside, also the enemys need to attack the wall first. its the same like on the mineralz map.
i need something like, search and destroy include all buildings or attack nearest building if path blocked.
i tried many but nothing works.
SC2 is not designed to handle mazes well with melee units. The game itself is meant for ranged units in open spaces. If you tried this in WC3 something similar happens.
You can however solve it with a little bit of blockage trickery. Instead of it being an immovable blockage creating a pathing island with the rest of the maze, you make the blockages dynamic. Specifically you use the mechanics of sentry guns / predation turrets which only become unpathable once a unit is nearby. This way the enemies will happily make their way around the maze until they encounter a blockage. Giving the blockage a weapon as well as high priority will make them focus it down and ignore units behind it since it is right next to them. One can think of this as a supply depot that automatically raises when enemies (or allies?) are nearby otherwise it is lowered. Since there is no actial blockage most of the time the pathfinder will have no problems routing units through the maze. Sure the path finder might break from time to time while one of the blockages is raised, however it will be attacked by nearby units or eventually lowered restoring the pathfinder to normal.
Giving the wall a weapon that hits for 1 damage every few seconds or even nothing might help. Units that are not attacking generally have lower combat priority. This is why workers will usually be killed last in an enemy army with exception of SCVs repairing a combat unit (repair inherits repaired unit's agro).
Hi,
ty very much for response ImperialGood. The problem with sentry guns and supply depots, the system is really easy to abuse ( bug using ).
I think i have a Solution ! After 7-8 hours of searching i found this thread here on sc2mapster :
http://www.sc2mapster.com/forums/development/aidev/41553-basic-ai-module-video/#p5
I have done exactly the same thing like the guy in the video ( include attach point to probe ) and all tests works. i tried it a few times and no problems.
here is an actual screenshot of an example maze from my map :
http://www.bilder-upload.eu/upload/86c057-1430923570.png
the ki find the way and destroy all walls on their way. i have only testet 3-5 different mazes because found the tutorial for 1 hour or so.
a big ty also to the user GameMore =)
I hope it works in later tests too. the walls have a 4x4 footprint and are not passable from enemys or my units.
Until you post evidence that it is easy to abuse I unfortunately have to say that it is not abuse able and would work. Especially if you do not give the morph order a command card button and make it raise when both friendly and non-friendly approach.
Attack waves probably work because they use the in-built wave management system. This is designed to cope with walls because walling is a common melee strategy. I am surprised it works so well however since it usually works in big open spaces (entrance to a base) and not small winding spaces (maze).