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AI Scripter Needed

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Hello guys,

I am looking for someone who would be interested in writing an AI for my map Archimonde's Arena. It doesn't have to be too complicated, but it must have item builds (perhaps separate ones for agility, intelligence and strength), spell casting and movement.

The map involves players working together to fight off creeps in an arena. In the version I am currently working on, players have to hunt down the creeps (unlike the current beta version where the creeps come to you). There are also bosses to fight every 5th level.

To get a better idea, visit the following pages:

You can view screenshots (of old versions, though) and download and test the map. However, if you are interested you should talk to me because the version currently in development is quite different to the beta version (that is released).

I have already got triggers (not JASS) for the AI, but I am not very good at it and I have been focusing on other aspects of the map. I need the AI to be updated for the new version of my map. You will obviously get full credits.

If you want more details, comment here or PM me.

Thanks! :grin:
 

sentrywiz

S

sentrywiz

I've looked at this map. This is what I think about it

-Set a default creep AI behavior

Basic units like idk, murlocs for example only need a move-attack trigger and thus not a real time or trigger issue. Bosses will also have these triggers, only they should have a few if/else/then triggers about spell casting, maybe running away and spell order.

-Set a default hero AI

Now heroes on the other hand, are gonna need more than this.

Heroes need to have level up triggers, and spell selection at the current level. These triggers need to be thought out beforehand, because in my own experience they take up way too much triggers to be executed - if you find a tutorial for this, you can do it with few array variables without too much triggering.

Heroes need a spell casting trigger, in order and under what condition. This can be explained like, a hero's health falls under 50% and he is under attacked, so he decides to cast Holy Light on himself. However if the hero's health is greater than 50% but a random ally in his party's health is under 50% he will cast Holy Light on it instead. To finalize, if none of those conditions are true, the hero will instead use idk, Storm Bolt for instance on the current target that is attacking it.

However the map isn't descriptive and there doesn't seem to be a fountain, a base or somewhere heroes can run off to heal, buy items. I'm not sure how you planned that, do heroes buy something, and head off kill stuff and when they die, they get revived at base? Not sure you need to be more descriptive about it.

Secondly, about recipes and items. At my level of triggers, I still have problems with creating a trigger that would make the AI purchase recipes item by item, I only make them when they have a certain amount of gold -> the AI purchases the full recipe, as an item, not triggering through the recipe trigger. If you want your AI to purchase item by item, then I'm sorry - find your own solution, I don't have it.

-Set a background check for players

Furthermore, this trigger is very vital to the map as the AI triggers themselves. Simply like that, it will check the number of players online, the number of computer slots and inform the players how many bots will play and display info about what the bots will play.

(Optional, Advanced) -Set a class selection algorhytm

This is something I have implemented in many of my maps but this isn't easy to trigger (thus it takes large amounts of time) and it needs a large database of variables, checks and if/else. The point of this trigger is to force the AI to wait for players to pick heroes, then decide if the team needs more tanking power, more healers or more damage and thus pick heroes this way. WARNING - this needs a very good idea for triggering. Otherwise you'd spend too much time doing something you aren't sure its gonna work and in the end have it disabled. It sucks when you trigger something large and have it not work after time spent.
 
Level 17
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Feb 11, 2011
Messages
1,860
- The creeps don't need an AI, you are meant to search for the.
- I have done an AI for the bosses, don't worry about them.
- At the beginning, you are teleported into the arena. Once all the creeps are dead, you are teleported back to the item shops where your HP and MP are set to 100%.
- When you are ready for the next round, you click your "Mark as Ready" ability.
- AI should buy their items and then use their "Mark as Ready" ability.

EDIT:
- I am fairly good at triggering (I just don't have the time to focus on AI).
- I am currently learning vJASS.

I guess I could do the AI myself, but I just need a lot of time. I think I will send you an unprotected copy when I release the next version. This way, there will be no further changes that you will have to adapt to and no misunderstandings.
 
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sentrywiz

S

sentrywiz

If you are learning vJass and are doing good at it, I'm sure you can make much more advanced AI than I could ever do - hence I don't bother with learning jass/vJass I simply do GUI.

Then you make the map, send me an unprotected version and I'll check it out - and tell you if I can muster the time to fully make the AI or not. Since you are advancing in jass, you will have a far greater control over the AI over GUI. But that is your choice.

And about time - I don't have much time for mass triggering either. But I will check the map and see if I can do what needs be done
 
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