• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

(Doubt) Artificial Intelligence for Maritime Transport

Status
Not open for further replies.
Level 1
Joined
Jun 13, 2017
Messages
3
Very good I am here to place an order and if you can help me find a way for the AI to play with the boats, I mean I can transport troops and attack, I have that question I would like to solve for a map I am creating with AI I'd appreciate your help.
Excuse my english is that I am Spanish speaking thanks.
 
Well, thank you very much for your answers, well I also have another doubt and it is as I do to create a map that exceeds the maximum limit of the map allowed by the editor that I think is 255x255, I ask because I have seen people who create maps unimaginably huge .
 
Very good I am here to place an order and if you can help me find a way for the AI to play with the boats, I mean I can transport troops and attack, I have that question I would like to solve for a map I am creating with AI I'd appreciate your help.
Excuse my english is that I am Spanish speaking thanks.

There is no known way to do that with wc3's AI scripts. You could try to create a system for marine AI using GUI triggers or JASS scripts, but that would be a very difficult task, and very costly with resources, especially for a large map containing a lot of units.

A cheap and dirty workaround you could try, if you want to use AI scripts, is to create a different player only for boats, and call the native AI function SetAmphibious at the start of the script. This native makes the player consider water as pathable, i.e. you can move units across water. It won't be perfect, and there would be problems to work out, but this is at least something.
 
Status
Not open for further replies.
Back
Top