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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
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There's a particular AI script for only mining, no building of any sort. I think it's available from the original editor.
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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
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You could try removing the ability to build
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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
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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.
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5385 Posts
^^ 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 ]
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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.
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Hong Kong20321 Posts
ahh i guess theres no solution to this ;P
dont' be lazy and just click yourself heh
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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).
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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.
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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.
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Hong Kong20321 Posts
oh oh or you could just disable all buildings except pylons / depots for the comps then yea that could work too yea o_O
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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
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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.
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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.
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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.
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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).
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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.
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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.
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