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[Solved] Campaign AI does not work, I do not know why.

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Nov 13, 2017
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Hello, I have a problem with this first AI script I am working on and the workers/structures do nothing at all.

NOTES:
  • BANDIT_SACKER is the peon unit.
  • Units within waves are large in numbers because this is a large scaled wars.
  • Food cap I am to use is 300-1000 and food sizes are downsized realistically. (E.g., Footman costs 2 food, now 1 food.)

JASS:
//========================================================================
//V. BANDIT GLOBAL SCRIPTS
//This shows all the units and buildings of the bandit faction.
//========================================================================
globals
player USER = Player(1)

    constant integer BANDIT_ENCAMPMENT =    'z631'
    constant integer BANDIT_COMPOUND =      'z633'
    constant integer BANDIT_STRONGHOLD =    'z634'
    constant integer BANDIT_MARAUDER =      'z670'
    constant integer BANDIT_BRUTAL =        'z669'
    constant integer BANDIT_DESTROYER =     'z671'
    constant integer BANDIT_CARNAGER =      'z668'

    constant integer BANDIT_TENT =          'z627'

    constant integer BANDIT_BADMENINN =     'z054'
    constant integer BANDIT_BADASS =        'Z673'
    constant integer BANDIT_BLADEMASTER =   'Z674'
    constant integer BANDIT_KINGPIN =       'Z675'
    constant integer BANDIT_OVERTHROWER =   'Z676'
    constant integer BANDIT_PUNISHER =      'Z677'
    constant integer BANDIT_LORD =          'Z681'
    constant integer BANDIT_MASTER_THIEF =  'Z679'
    constant integer BANDIT_PYROMANIK =     'Z678'
    constant integer BANDIT_WARLORD =       'Z680'

    constant integer SYNDICATE_TOWER =      'z639'
    constant integer BANDIT_SPEARTOWER =    'z640'
    constant integer BANDIT_CANNTOWER =     'z641'
    constant integer BANDIT_MAGETOWER =     'z642'

    constant integer BANDIT_BOOTCAMP =      'z632'
    constant integer BANDIT_FIGHTER =       'z645'
    constant integer BANDIT_CROSSBOWMAN =   'z644'
    constant integer BANDIT_PIKEMAN =       'z646'
    constant integer BANDIT_SPEARMAN =      'z649'
    constant integer BANDIT_RAIDER =        'z648'
    constant integer BANDIT_ENFORCER =      'z650'
    constant integer BANDIT_DOG =           'z651'

    constant integer BANDIT_ANAHAVENS =     'z629'
    constant integer BANDIT_ASSASSIN =      'z658'
    constant integer BANDIT_DARK_MAG =      'z659'
    constant integer BANDIT_DARK_WIZ =      'z660'
    constant integer CAPTURED_GRYPHON =     'z656'

    constant integer BANDIT_STABLES =       'z630'
    constant integer BANDIT_PILLAGER =      'z647'
    constant integer BANDIT_RANSACKER =     'z652'
    constant integer BANDIT_COMMANDER =     'z653'

    constant integer BANDIT_HARBOUR_MINE =  'z636'
    constant integer IRON_BOMBARD  =        'z661'
    constant integer BANDIT_CRUELTIST =     'z657'
    constant integer HARVEST_GOLEM =        'z665'
    constant integer BANDIT_FLYWRIGHT =     'z667'

    constant integer BANDIT_FABRICATION =   'z635'

    constant integer DOCKS =                'z580'
    constant integer HAWKMAST =             'z655'
    constant integer WAR_SWAN =             'z654'

    constant integer BANDIT_SMUGGLE_MILL =  'z638'
    constant integer BANDIT_SACKER =        'z643'

    constant integer BANDIT_HIDEOUT =       'z637'
    constant integer BANDIT_SPEARTHROWER =  'z664'
    constant integer BANDIT_AXETHROWER =    'z662'
    constant integer BANDIT_ASSAILANT =     'z663'
    constant integer BANDIT_THIEF =         'z666'
endglobals

//========================================================================
// This portion runs the AI Script for the Player 12 (Brown) to gather resources and train units.
//========================================================================
function main takes nothing returns nothing
    call CampaignAI(BANDIT_TENT,null)
    call SetReplacements(15,15,15)
    call SetSlowChopping(true)
    call SetPeonsRepair(true)
    set campaign_gold_peons = 10
    set campaign_wood_peons = 5
   
    call SetBuildUnitEx(15,15,15,BANDIT_SACKER)   
    call SetBuildUnitEx(1,1,1,BANDIT_BADMENINN)
    call SetBuildUnitEx(1,1,1,BANDIT_BOOTCAMP)
    call SetBuildUnitEx(1,1,1,BANDIT_ANAHAVENS)
    call SetBuildUnitEx(1,1,1,BANDIT_STABLES)
    call SetBuildUnitEx(1,1,1,BANDIT_HARBOUR_MINE)
    call SetBuildUnitEx(1,1,1,BANDIT_HIDEOUT)
    call SetBuildUnitEx(6,7,8,BANDIT_TENT)
   
    call SetBuildUnitEx(2,2,2,BANDIT_MARAUDER)
    call SetBuildUnitEx(8,8,8,BANDIT_FIGHTER)
    call SetBuildUnitEx(4,4,4,BANDIT_CROSSBOWMAN)
    call SetBuildUnitEx(3,3,3,BANDIT_SPEARMAN)
    call SetBuildUnitEx(2,2,2,BANDIT_RAIDER)
    call SetBuildUnitEx(2,2,2,BANDIT_ENFORCER)
    call SetBuildUnitEx(2,2,2,BANDIT_ASSASSIN)
    call SetBuildUnitEx(4,4,4,BANDIT_DARK_MAG)
    call SetBuildUnitEx(2,2,2,BANDIT_DARK_WIZ)
    call SetBuildUnitEx(2,2,2,CAPTURED_GRYPHON)
    call SetBuildUnitEx(4,4,4,BANDIT_PILLAGER)   
    call SetBuildUnitEx(4,4,4,BANDIT_RANSACKER)   
    call SetBuildUnitEx(1,1,1,BANDIT_COMMANDER)
    call SetBuildUnitEx(2,2,2,IRON_BOMBARD)
    call SetBuildUnitEx(1,1,1,HARVEST_GOLEM)
    call SetBuildUnitEx(3,3,3,BANDIT_FLYWRIGHT)
    call SetBuildUnitEx(5,5,5,BANDIT_SPEARTHROWER)
    call SetBuildUnitEx(3,3,3,BANDIT_AXETHROWER)             

    call CampaignDefenderEx(5,5,5,BANDIT_PIKEMAN)
    call CampaignDefenderEx(3,3,3,BANDIT_ASSAILANT)
    call CampaignDefenderEx(3,3,3,BANDIT_ENFORCER)
    call CampaignDefenderEx(2,2,2,BANDIT_RANSACKER)
   
    call WaitForSignal()
   
    //*****WAVE 1*****
    loop
    call InitAssaultGroup()
    call CampaignAttackerEx(5,5,5,BANDIT_FIGHTER)
    call CampaignAttackerEx(2,2,2,BANDIT_CROSSBOWMAN)
    call CampaignAttackerEx(2,2,2,BANDIT_DARK_MAG)
    call CampaignAttackerEx(2,2,2,BANDIT_PILLAGER)
    call CampaignAttackerEx(2,2,2,BANDIT_RANSACKER)   
    call CampaignAttackerEx(1,1,1,BANDIT_FLYWRIGHT)
    call SuicideOnPlayerEx(M5,M5,M5,USER)
   
    //*****WAVE 2*****
    call InitAssaultGroup()
    call CampaignAttackerEx(2,2,2,BANDIT_FIGHTER)
    call CampaignAttackerEx(2,2,2,BANDIT_DARK_MAG)
    call CampaignAttackerEx(1,1,1,HARVEST_GOLEM)
    call CampaignAttackerEx(1,1,1,IRON_BOMBARD)
    call CampaignAttackerEx(1,1,1,CAPTURED_GRYPHON)
    call CampaignAttackerEx(1,1,1,BANDIT_FLYWRIGHT)
    call CampaignAttackerEx(3,3,3,BANDIT_SPEARTHROWER)
    call CampaignAttackerEx(2,2,2,BANDIT_PILLAGER)   
    call CampaignAttackerEx(2,2,2,BANDIT_RANSACKER)
    call CampaignAttackerEx(1,1,1,BANDIT_MARAUDER)
    call CampaignAttackerEx(1,1,1,BANDIT_BADASS)
    call SuicideOnPlayerEx(M8,M8,M8,USER)
   
    //*****WAVE 3*****   
    call InitAssaultGroup() 
    call CampaignAttackerEx(2,2,2,BANDIT_RAIDER)
    call CampaignAttackerEx(1,1,1,CAPTURED_GRYPHON)
    call CampaignAttackerEx(2,2,2,BANDIT_FLYWRIGHT)
    call CampaignAttackerEx(3,3,3,BANDIT_AXETHROWER)
    call CampaignAttackerEx(1,1,1,BANDIT_COMMANDER) 
    call CampaignAttackerEx(2,2,2,BANDIT_CROSSBOWMAN) 
    call CampaignAttackerEx(2,2,2,IRON_BOMBARD)   
    call CampaignAttackerEx(4,4,4,BANDIT_FIGHTER)   
    call CampaignAttackerEx(1,1,1,BANDIT_BADASS)
    call CampaignAttackerEx(2,2,2,BANDIT_PILLAGER)   
    call CampaignAttackerEx(2,2,2,BANDIT_RANSACKER)
    call CampaignAttackerEx(1,1,1,BANDIT_DARK_WIZ)
    call SuicideOnPlayerEx(M10,M10,M10,USER)
   
     //*****WAVE 4*****
     call InitAssaultGroup()
     call CampaignAttackerEx(4,4,4,BANDIT_FIGHTER)
     call CampaignAttackerEx(1,1,1,BANDIT_BADASS)
     call CampaignAttackerEx(2,2,2,BANDIT_SPEARTHROWER)
     call CampaignAttackerEx(1,1,1,HARVEST_GOLEM)
     call CampaignAttackerEx(1,1,1,BANDIT_DARK_WIZ) 
     call SuicideOnPlayerEx(M5,M5,M5,USER)
     endloop
     
endfunction

This is the base I'm working on...
full
 

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