- Joined
- Nov 13, 2017
- Messages
- 733
Hello, I have a problem with this first AI script I am working on and the workers/structures do nothing at all.
NOTES:
This is the base I'm working on...
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...