JASS:
//============================================================================
// Night Elf 07 -- light blue player -- AI Script
//============================================================================
globals
constant integer DEIMOS = 'H004'
constant integer LAKCHE = 'H006'
constant integer SIEGE = 'hmtm'
constant integer FURB1 = 'nhym'
constant integer FURB2 = 'nhea'
endglobals
function main takes nothing returns nothing
call CampaignAI(HOUSE,null)
call SetCaptainHome(BOTH_CAPTAINS,2400,-5568)
//call SetReplacements(3,3,3)
call SetGroupsFlee(true)
call SetHeroesFlee(true)
call SetUnitsFlee(true)
call SetPeonsRepair(true)
call SetSlowChopping(false)
call SetBuildUnit( 1, PEASANT )
call SetBuildUnit( 1, BARRACKS )
call SetBuildUnit( 2, PEASANT )
call SetBuildUnit( 1, LUMBER_MILL )
call SetBuildUnit( 3, PEASANT )
call SetBuildUnit( 1, BLACKSMITH )
call SetBuildUnit( 1, HUMAN_ALTAR )
call SetBuildUnit( 1, WORKSHOP )
call SetBuildUnit( 1, SANCTUM )
call SetBuildUnit( 8, PEASANT )
call CampaignDefenderEx( 1,1,1, JAINA )
call CampaignDefenderEx( 1,1,1, DEIMOS )
call CampaignDefenderEx( 1,1,1, LAKCHE )
call CampaignDefenderEx( 0,2,1, FOOTMEN )
call CampaignDefenderEx( 1,2,0, KNIGHT )
call CampaignDefenderEx( 1,2,1, RIFLEMEN )
call CampaignDefenderEx( 1,2,1, PRIEST )
call CampaignDefenderEx( 1,2,1, SORCERESS )
call CampaignDefenderEx( 1,2,1, SIEGE )
call CampaignDefenderEx( 1,2,1, FURB1 )
call CampaignDefenderEx( 1,2,1, FURB2 )
loop
exitwhen GetUnitCount(CASTLE)==0
call Sleep(5)
endloop
call InitBuildArray()
set do_campaign_farms = false
set campaign_gold_peons = 0
set campaign_wood_peons = 0
call SleepForever()
endfunction
the ai will build supply structure accordingly despite not being in the build list, how does it do that??
and wats the code to use to get an attack wave moving immediately when its complete - no duration wait
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