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Turnro
Turnro
Thanks. There's no way for me to determine what the problem is without looking at the script, so let me know if you require me to do that.
Ether
Ether
Turnro
Turnro
As a starting point, I suggesting looking over the following and see if anything changes:
- Are there actual players on the map under Player 1 (Red) and Player 2 (Blue)? Sorry if you do, but I don't know your map so I have to state this just in case
- Is there a food cap? Units could potentially stop training because the max food supply is reached (and there are a lot of units that train in the script you gave me).
- Comment out the lines at and between 'call SetBuildUnitEx(8,8,8,Murloc_Runt)' and 'call SetBuildUnitEx(1,1,1,Black_Crocon)'. I usually only use this command for training workers and buildings structures

Let me know how you go with this.
Ether
Ether
Yes, the Player (1) and (2) are allied, one is playable by human player while one is computer (which I intentionally not to provide it with AI, concluding that it is in defensive state).

- The food cap is 300. I also tried to set the Player Orange (the AI problem issue) into shared units so that I could see what it does. Yes it does, train and the food cap does not seem to reach 300, well only below 200 is used as well. Also they also have 250,000 gold which is large enough to make their army.

- I'll check these ones out, and will tell you what happened, thanks. Oh, I forgot and before I start over, should I write 'SetBuildUnit(n,n,n,?)' way now? and no more 'Ex's' just to train these units? (Also, all the required buildings are pre-placed there so the tier requirements of some units should work.)
Turnro
Turnro
You can still use 'SetBuildUnitEx()', as the other way is an old Reign of Chaos AI command. What I do with training units is that I use 'SetBuildUnitEx()' for all workers and structures, while I use 'CampaignDefenderEx()' for all defending units and Heroes.
Ether
Ether
Hello, I have done what you suggested me. :) https://www.hiveworkshop.com/pastebin/81890866308526f3dae3d7540d760a5e17117/, well, it works very smoother but still the AI won't just attack the player base.

@Dr Super Good told me how to reveal a map for a player AI, I think it is some kind of revealing the entire map for the AI to see all attackable enemy base but how would I?

P.s. the AI now prepares the army (for example, the first assault group, yes, they are fine, but they just hang in there, there at their base and simply won't attack. The weird thing is based from the minimap, Player Orange (AI) will attack the Brown Base and Blue Base w/ Teal but never the Red Base. Distance seem to be equal and doesn't look like it should be a problem but that's strange. Help me resolve this strange problem. Thanks.
Turnro
Turnro
Revealing the map to the AI shouldn't be a problem, as the AI can send their units without having revealed any part of the map (one of the advantages of a computer controller player).

There could be a few more things you could try:
- Comment out all code from "call SetSlowChopping(true)" to "call SetSmartArtillery( true )" and see if that affects anything. If not, feel free to add the code back in
- Perhaps there could be a spelling mistake with one of the unit codes? Something as simply as 'z747' instead of 'z743' would be enough to case problems

You also mention that the AI attacks Blue and Brown. Does this mean that the AI only has some attack waves that do not send, or do they not send attack waves at all?
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