can you show the priority list from the AI editor?/is this a scripted AI?
It is an AI made in JassCraft.
[. Jass] // ==========================================================================
// Dark Council - Purple
// ==========================================================================
globals
player enemy = PlayerEx(7)
constant integer Fezgrel = 'O00M'
constant integer Warlock = 'n001'
constant integer Necrolyte = 'n002'
constant integer Spearthrower = 'o00P'
endglobals
//============================================================================
// main
//============================================================================
function main takes nothing returns nothing
call CampaignAI(FORTRESS, null)
call SetReplacements(5,5,5)
call SetPeonsRepair (true)
call SetSlowChopping (false)
//*****************************
//*Building/Defense
//*****************************
call SetBuildUnitEx(1,1,1, FORTRESS)
call SetBuildUnitEx(2,2,2, PEON)
call SetBuildUnitEx(7,7,7, BURROW)
call SetBuildUnitEx(1,1,1, ORC_ALTAR)
call SetBuildUnitEx(1,1,1, FORGE)
call SetBuildUnitEx(10,10,10, PEON)
call SetBuildUnitEx(2,2,2, ORC_BARRACKS)
call SetBuildUnitEx(2,2,2, LODGE)
call SetBuildUnitEx(2,2,2, BESTIARY)
call SetBuildUnitEx(3,3,3, ORC_WATCH_TOWER)
call CampaignDefenderEx(1,1,1, Necrolyte)
call CampaignDefenderEx(3,3,3, GRUNT)
call CampaignDefenderEx(3,3,3, Spearthrower)
call CampaignDefenderEx(2,2,2, RAIDER)
call CampaignDefenderEx(2,2,2, Warlock)
call WaitForSignal()
//
* Wave 1 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, RAIDER)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call SuicideOnPlayer(M7,enemy)
//
* Wave 2 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, GRUNT)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call SuicideOnPlayer(M7,enemy)
//
* Wave 3 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, GRUNT)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call CampaignAttackerEx(1,1,1, Fezgrel)
call SuicideOnPlayer(M9,enemy)
loop
//
* Wave 4 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, RAIDER)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call SuicideOnPlayer(M7,enemy)
//
* Wave 5 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, GRUNT)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call SuicideOnPlayer(M7,enemy)
//
* Wave 6 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, GRUNT)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call CampaignAttackerEx(1,1,1, Fezgrel)
call SuicideOnPlayer(M9,enemy)
//
* Wave 7 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, RAIDER)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call SuicideOnPlayer(M7,enemy)
//
* Wave 8 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, GRUNT)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call SuicideOnPlayer(M7,enemy)
//
* Wave 9 *
call InitAssaultGroup()
call CampaignAttackerEx(4,4,4, GRUNT)
call CampaignAttackerEx(4,4,4, Spearthrower)
call CampaignAttackerEx(2,2,2, Warlock)
call CampaignAttackerEx(1,1,1, Necrolyte)
call CampaignAttackerEx(1,1,1, Fezgrel)
call SuicideOnPlayer(M9,enemy)
endloop
endfunction
[/.Jass]
This is the one I've made as the original ai. The following ai (which should start when player 7 is destroyed) follows the same pattern.