Custom AI question

Solu9

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216
I my 12 player map I would love to be able to add computer opponents that actually plays the map, instead of just standing there doing nothing.

So my question is if I can use the built-in AI editor to make the computer play, or if I need to trigger everything.
 

Imp Midna

Active Member
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52
highly depends on what map you have. The AI-editor follows general mechanism (it basically tells what units to defend with, what units and when to attack with them and what skills the hero should learn). If the map is differing from a normal combat map with build, defend, attack, kill, you will have to trigger it.
 

Solu9

You can change this now in User CP.
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It's going to be a triggered AI then.... puh...
 

GFreak45

I didnt slap you, i high 5'd your face.
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130
just think of it like this: its just a different way of saying the same thing, except it is more efficient and cuts out all the crap...

ie:
Trigger:
  • if then else do multiple actions
    • if (Conditions)
      • SomeBoolean is equal to True
    • then (Do actions)
      • Do Something
    • else (Do else actions)
      • Do Something Else


is the same as:

JASS:
if SomeBoolean then //dont have to check if SomeBoolean is equal to true, cuz it just uses true or false
  doSomething()
else
  doSomethingElse()
endif


its more efficient (when you see the code behind blizzard's version of Ifs), faster to write, and you don't HAVE to put an else

Blizzard's version of this code:

JASS:
if SomeBoolean == true then
  doSomethingBJ() //BJ's are blizzard's way of taking WAY longer to do simple things
else
  doSomethingElseBJ()
endif
 

vypur85

Hibernate
Reaction score
803
Seriously, knowing vJASS doesn't make AI triggering easier.

When you have a choice to drive a Ferrari instead of a 20 year old Ford, but you don't know how to reach the destination, it doesn't make any damn difference. The issue now is how to reach the destination.
 

redwings1340

New Member
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0
I've always done triggered AIs on loops. It makes for an admittedly somewhat repetitive AI, but I can get the computer to rebuild their base, send constant attack groups, and get upgrades over time pretty easily. Of course, I generally do campaign style maps, so it works for that (predictable attack waves from a predictable setup, with the only variation really being a random function sometimes of what type of unit to make), but it's pretty easy to do once you get the format right.
 
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