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Active: 1679 users

[Q]Trigger to make workers mine?

Forum Index > Brood War Strategy
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Overlord
Profile Joined May 2003
Romania651 Posts
Last Edited: 2006-12-21 03:13:55
December 21 2006 02:46 GMT
#1
Hi!

I'm trying to make a map to test the effect of building placement on mining (like putting a supply or a pylon to correct workers' path).

I'm looking for a trigger to make all the workers at a certain location mine. Run AI Script at location, blah blah Area Town is not good, because they build pylons and so on. The Order trigger has only Patrol, Attack and Move.

I downloaded two extra editors for starcraft, but neither of them had what I was looking for.

Any tips?

Edit: Also if you have any data on the matter I'm reseatching that would be also appreciated
God is dead - Nietzsche ; Nietzsche is dead - God
roadrunner_sc
Profile Blog Joined April 2006
United States1220 Posts
December 21 2006 02:56 GMT
#2
There's a particular AI script for only mining, no building of any sort. I think it's available from the original editor.
Average Posts Per Week: 13.37
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
December 21 2006 03:18 GMT
#3
put location on ur cc/nexi/htch

run trigger like:

Condition:
Elapse time greater than 0

Action:
Run AI script at location (blah blah insane AI blah blah)
Perserve trigger
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
December 21 2006 03:29 GMT
#4
You could try removing the ability to build
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
December 21 2006 06:00 GMT
#5
On December 21 2006 12:18 evanthebouncy~ wrote:
put location on ur cc/nexi/htch

run trigger like:

Condition:
Elapse time greater than 0

Action:
Run AI script at location (blah blah insane AI blah blah)
Perserve trigger


They will build with insane ai as well I think
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
December 21 2006 09:50 GMT
#6
put whatever conditions you want ... make it "elapsed time is at least 0 seconds" if you want the AI to start immediately. your actions should be "run ai script at location" and make it "(race name) campaign area town" at "location" (should be covering the hatchery/cc/nexus). It should work, as long as you give the computer some peons to work with.
^-^
pheer
Profile Blog Joined July 2004
5398 Posts
Last Edited: 2006-12-21 12:14:46
December 21 2006 12:13 GMT
#7
^^ Do this, and then have another trigger, set resources for player: 0. Preserve trigger.

So they mine forever, and always have $0 and thus cannot build. [although, then there will only be 4 drones, but you can make a beacon somewhere else that gives 1 drone to that player at the location (preserve trigger) to set the number of drones in-game ]
Moderator
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
December 21 2006 12:17 GMT
#8
On December 21 2006 21:13 pheer wrote:
^^ Do this, and then have another trigger, set resources for player: 0. Preserve trigger.

So they mine forever, and always have $0 and thus cannot build. [although, then there will only be 4 drones, but you can make a beacon somewhere else that gives 1 drone to that player at the location (preserve trigger) to set the number of drones in-game ]


But doesn't he want to measure the rate at which money is mined? Hes testing out building placements.
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
December 21 2006 13:01 GMT
#9
ahh i guess theres no solution to this ;P

dont' be lazy and just click yourself heh
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Blind
Profile Blog Joined December 2002
United States2529 Posts
December 21 2006 13:43 GMT
#10
How about do what Equinox described, but rather than constantly resetting the computer's resources to 0, make the cost of a pylon very high, like 9999. Then, they won't make pylons, but they can still make probes. I just realized that they will be stuck at 9 probes, unless you give them pylons.

This should hopefully work. The computers shouldn't send out probes to make pylons if they don't have enough. It shouldn't screw up their mining AI at all (as in, they can't make pylons when they try so they become confused and stop mining).
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
December 21 2006 13:59 GMT
#11
I think you can regulate what buildings the computer can/can't build. You can set it so that they can only build pylons/depots. Not sure if it'll change the AI though.
Pro_Bono
Profile Joined May 2006
United States89 Posts
December 21 2006 14:39 GMT
#12
On December 21 2006 21:17 skyglow1 wrote:
Show nested quote +
On December 21 2006 21:13 pheer wrote:
^^ Do this, and then have another trigger, set resources for player: 0. Preserve trigger.

So they mine forever, and always have $0 and thus cannot build. [although, then there will only be 4 drones, but you can make a beacon somewhere else that gives 1 drone to that player at the location (preserve trigger) to set the number of drones in-game ]


But doesn't he want to measure the rate at which money is mined? Hes testing out building placements.


You can get around this by adding a scoreboard for minerals mined, and every 50 minerals mined simply add 50 to the scoreboard and remove it from the players minerals.
Stick that in your pipe and smoke it.
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
December 21 2006 15:11 GMT
#13
oh oh or you could just disable all buildings except pylons / depots for the comps then yea that could work too yea o_O
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
Last Edited: 2006-12-21 16:27:16
December 21 2006 16:22 GMT
#14
i got a solution: make a trigger player x controls 1 pilon at bla ---> kill all pilons for player x at there add 100 money. it works and is pretty simple and can keep all the other stuff normal

edit: preserve trigger
edit2: bla should be all terrain but the terrain you want to put your buildings for test, another option: use enemy construction and make them indestructible
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
December 21 2006 20:17 GMT
#15
Well, since everybody seems to need clarification (nobody ever tried making a map with a crapload of triggers before?) ... if you want the computer to make Probes but not build Pylons, just disable it from their tech tree ... simple enough. If you WANT them to make more than 9 Probes, just create a 2x2 location and name it "pylon1" or whatever ... and go to triggers. make conditions "(computer player) commands at least 8/9 Probes" and actions "create 1 pylon at pylon1".

Hope this helps.
^-^
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
December 21 2006 20:20 GMT
#16
On December 21 2006 22:43 Blind wrote:
How about do what Equinox described, but rather than constantly resetting the computer's resources to 0, make the cost of a pylon very high, like 9999. Then, they won't make pylons, but they can still make probes. I just realized that they will be stuck at 9 probes, unless you give them pylons.

This should hopefully work. The computers shouldn't send out probes to make pylons if they don't have enough. It shouldn't screw up their mining AI at all (as in, they can't make pylons when they try so they become confused and stop mining).


You can either make Pylons 9999 Minerals, but the fact is that the computer will mine with 9 Probes until it has 9999 or more minerals and then it'll build a Pylon, rendering your theory useless. Making the computer's resources constantly zero is the same as this, only it won't build workers.

If you're looking to test out only how they mine minerals, you can make a Pylon cost 1 vespene. Then they REALLY can't build a Pylon. But if you're looking to see how they mine both minerals and vespene, just try the thing I mentioned in the last post.
^-^
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
December 21 2006 22:04 GMT
#17
Maybe you could give them enough pylons to have 200/200 supply and disable the rest of the tech tree. Don't really know, my map making career lasted less than a day.
wXs.Havok
Profile Joined October 2006
Argentina529 Posts
December 21 2006 22:46 GMT
#18
there's an AI. Its called <Race> Base Campo or Area or something like that.

They might build some supply depots from time to time, to get some more scvs. but it doesnt happen much (its not like they build constantly).
Read this and you`re gay
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
December 22 2006 02:14 GMT
#19
You can also make the AI Insane, not "Area Town". You have to disable the tech tree as well, though. It should work ... not sure - just a theory.
^-^
Blind
Profile Blog Joined December 2002
United States2529 Posts
December 22 2006 02:19 GMT
#20
On December 22 2006 05:20 Equinox_kr wrote:
Show nested quote +
On December 21 2006 22:43 Blind wrote:
How about do what Equinox described, but rather than constantly resetting the computer's resources to 0, make the cost of a pylon very high, like 9999. Then, they won't make pylons, but they can still make probes. I just realized that they will be stuck at 9 probes, unless you give them pylons.

This should hopefully work. The computers shouldn't send out probes to make pylons if they don't have enough. It shouldn't screw up their mining AI at all (as in, they can't make pylons when they try so they become confused and stop mining).


You can either make Pylons 9999 Minerals, but the fact is that the computer will mine with 9 Probes until it has 9999 or more minerals and then it'll build a Pylon, rendering your theory useless. Making the computer's resources constantly zero is the same as this, only it won't build workers.

If you're looking to test out only how they mine minerals, you can make a Pylon cost 1 vespene. Then they REALLY can't build a Pylon. But if you're looking to see how they mine both minerals and vespene, just try the thing I mentioned in the last post.
Yes, I knew this, but I (reasonably, I hope) assumed that whatever he was doing, he wouldn't have to wait until minerals reach so high. If so, then just make the pylons cost more if possible.

And he can have the computer get more than 9 probes if he gives them pylons, which I stated in my post.
MarcX
Profile Joined February 2005
Netherlands772 Posts
December 22 2006 03:28 GMT
#21
WTF at all you mad editing noobs.

If it's protoss, give him a zerg AI script and he will mine but not build (it could make a geyser though).
«A fool and his freedom are soon parted» ~ Richard Stallman, Founder FSF
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
December 29 2006 11:29 GMT
#22
If you want to be delicate, there was a tool named ScAIEdit. Not sure if it's compartible with 1.14, but it allowed you to write your own AI scripts (no building etc). Also provided a nice owerview of how AI works in SC. It's goddamn linear. (no decision making for building/training/attack timing)
You want 20 good men, but you need a bad pussy.
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