AI Script 'Junk Yard Dog'

C

Coop

Guest
I'm trying to have units be there at start and Junk Yard Dog set at start.. okay that works fine. Now later on in the game more units are added and i run Junk Yard Dog again.. That works, but eventually the archons stop going.. and meet in the middle.. I tried doing..
-Always

-Run Ai script...
-Wait ###
-preserve trig.
doesnt work :(

HELP! yaR..
 
U

Unregistered

Guest
Going to need more info than that. Either post the map or take note when during the game there is a problem and find out which trigger it is for and work out from there.

From what you posted the only two possible problems could be that you don't have the command for all the right players. (i.e. player 1, player 2, force 1, etc.) Or the wait command might be messing things up if it is too long of a wait. Most likely you have another trigger that is causing all the guys to gather in the mid for some reason, the only problem now is finding out which trigger is the problem.
 
C

Coop

Guest
The map starts off with the 4 Archons (Units i want to set on Junk Yard Dog) placed on the map. My first trigger that has to do with this is:

Trigger located Under a Force of Players (5, 6, 7)

Condition:
- Always
Action:
- Execute AI script 'Set unit order To: Junk Yard Dog (Roam Around)' at Anywhere
- Wait 3000 milliseconds
- Preserve Trigger

Ok that gets them moving around. they keep going until the next level then i want to add 2 more archons and keep junk yard dog. My second trigger reads:

Located Under the Same Force:

Condition:
- 'Level2' is set
Action:
- Move all Protoss Archon for Player 5 at Anywhere to 'Center'
- Create 2 protoss archon at Center for Player 5
- Execute AI script 'Set unit order To: Junk Yard Dog (Roam Around)' at Anywhere

This is what happens.. the archons move to the center.. 2 more are created.. they roam for a couple mins maybe then eventually they all go to the middle and stop..GRR
 

Ilendil

Most Respected Former Admin
Reaction score
1
Unless getting the archons to go to the middle does anything special, just remove it.
 
L

Lightbulb

Guest
First off is the 'Junk Yard Dog' a renamed trigger or an action like 'set minerals,' 'kill units,' 'move units,' ect.? Because if it is some trigger that came with one of the hack edits then that might be the problem, because I don't have it on the regular SC Edit. It might be on Brood wars but I don't have it installed at the moment, so I can't check.

What is required for 'level2' to be set? If something is causing the 'level2' trigger to be set again then that would explain why they are all going back to the center. Also it might be that if you have a 'level3' trigger it might be kicking into effect too soon, which would make the units gather at the mid again. You might want to just get rid of the "Move all Protoss Archon for Player 5 at Anywhere to Center" command if you can. You could replace it with a kill all units for player _ command and just start with a new group plus 2 more.
 
C

Coop

Guest
Junk Yard Dog is an AI script in the special editors.. SCXE.. etc.

I'm pretty positive it is not the switch that is the problem. It may be just that the AI script isnt perfect..
I don't have a Level3 switch yet.
I could try that archon move thing, but i doubt it does anything.
 
L

Lightbulb

Guest
You could have the trigger like this

Condition

'Level2' is set


Action

Remove all any unit for player (whatever the archons are) at location (the entire area the archons can move on)

Wait 2000ms

Create _ archon for player _

Run AI Script 'Junk Yard Dog'


But like you said it could be the 'Junk yard dog' trigger, in which case just use the AI Script 'Random Suicide Missions.' While the archons might act stupid at times it might be the best thing there is to use. Never tried the 'strategic suicide missions' so it might work also.
 
C

Coop

Guest
That is basicly what i had excpet it removes the archons and replaces them. I will try it. I may try the random suicide missions.. and just keep sending them on these missions..
 
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