• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:11
CET 03:11
KST 11:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-189Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises1Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach Chinese SC2 server to reopen; live all-star event in Hangzhou ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ What are former legends up to these days? BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Has Anyone Tried Kamagra Chewable for ED? 12 Days of Starcraft
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1451 users

[Q]Trigger to make workers mine?

Forum Index > Brood War Strategy
Post a Reply
1 2 Next All
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
5392 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.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft550
StarCraft: Brood War
Artosis 879
Light 115
Shuttle 98
Mini 66
Hm[arnc] 3
Dota 2
monkeys_forever219
League of Legends
JimRising 583
C9.Mang0388
Cuddl3bear3
Counter-Strike
summit1g5478
m0e_tv129
minikerr36
Other Games
tarik_tv6747
Maynarde132
RuFF_SC219
Liquid`Ken7
Organizations
Other Games
gamesdonequick933
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 84
• davetesta32
• Mapu10
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Azhi_Dahaki17
• XenOsky 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21409
Other Games
• Scarra2505
Upcoming Events
OSC
9h 50m
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
3 days
Korean StarCraft League
4 days
OSC
4 days
OSC
4 days
IPSL
4 days
Dewalt vs Bonyth
OSC
5 days
uThermal 2v2 Circuit
5 days
Replay Cast
6 days
Patches Events
6 days
Liquipedia Results

Completed

CSL Season 19: Qualifier 2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL 2025 WINTER (S19)
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.