AI - The Editor

Ghan

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I imagine that DotA's AI is entirely trigger-driven. I doubt it uses the AI Editor at all.
 

Ghan

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> is that why the comuters suck so much?

:p I would think so. If the AI is totally trigger-driven (of course, the AI Editor is entirely trigger-driven, just a little different), then yes, it would only be able to follow set patterns, making it inferior to a human.
 
M

Magazette

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how long would it take to make an ai system like that for a map that im making, its a footmen map
 

Ghan

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Depends on how good you are with triggers and how 'smart' you want it to be. If you're an expert JASSer looking to make a low to mid range AI, maybe 1 day. If you're a trigger novice that needs help with a lot of problems, it could take weeks.
 
M

Magazette

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umm, im not really that great, is JASS some other map editing program that allows you to do more than we?
 

Ghan

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> is JASS some other map editing program that allows you to do more than we?

No, no. It's the programming language of the WE. You can convert triggers to custom script so you can actually write the triggers yourself. (Take a look in the JASS Zone for more info. ;) )
 
M

Magazette

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so u have to type in binary or u can type like, unit=o moves to point=t or stuff like that?
 

Ghan

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> so u have to type in binary

Nothing so devious. Here's a simple trigger in JASS:

JASS:
function Trig_Adjust_for_Difficulty_Actions takes nothing returns nothing
    set udg_GoldBounty = ((udg_GoldBounty)+(3-(udg_Difficulty_Level)))
endfunction

//===========================================================================
function InitTrig_Adjust_for_Difficulty takes nothing returns nothing
    set gg_trg_Adjust_for_Difficulty = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Adjust_for_Difficulty, function Trig_Adjust_for_Difficulty_Actions )
endfunction
 

Ghan

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> i think ill stick to my normal stuff

For now, maybe. But, if you want to get really good at the WE, then you should learn JASS.

Oh, right. This is a bump. :p
 

~GaLs~

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o_O
This is useful but why in my place? *Graveyard*
 

Ghan

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> Perhaps a demo map might spice up the tutorial a little?

I added one. An old map of mine that never got finished, but the computer AI works. :p

> Hmm? Who moved into the graveyard?

AceHart, but I don't know why.
 
S

somesexyguy

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um how do u exactly import units into the ai editor? i couldnt find anything in the import editor and im confused o_O
 

Ghan

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> um how do u exactly import units into the ai editor?

It's done in the AI Editor itself. Take a look at the picture of the General Tab. See down where it says Custom Data? That's where you import things.
 

AceHart

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> I don't know why.

Last time I looked this pretty much explained, for example, the "buildings" tab with "this is where you put buildings"...
Which doesn't really explain anything.

Additionally, no updates... says "graveyard" to me.


Then again, "The different targets are pretty self-explanatory."...
You know, the AI editor is plenty of things. From "obvious" to "what the fuck's up with this crap".
But, it's definitely not "self-explanatory".

We've had already "plenty" of those.
None ever explained anything.
Mostly because the author had no idea what those options or settings are doing.
Or how to use them.

If I wanted to "attack enemy expansions only if you have at least 7 units, three of which should be Footman or better, unless you have 2 or more Heroes at levels 4 or higher"... can I do that?
If not, why not?

Too complicated?
Well, what's the difference between "common alliance target" and "enemy - any town"?

There's more missing than explaining here.
 

Ghan

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> But, it's definitely not "self-explanatory".

I only meant self-explanatory in reference to the actual destinations listed in the window. Not that page as a whole.

> If I wanted to "attack enemy expansions only if you have at least 7 units, three of which should be Footman or better, unless you have 2 or more Heroes at levels 4 or higher"... can I do that?

If you wanted to do something like that, you would configure the appropriate condition in the General Tab with the correct Or comparisons, etc., then apply the condition to the attack target in the Attacking Tab.

> Well, what's the difference between "common alliance target" and "enemy - any town"?

I believe one takes other players into account. The other is just the AI player attacking alone.
 
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