- Joined
- Jun 13, 2008
- Messages
- 132
Introduction: I'm working on a project that is about running around from kodos, gathering resources and building structures in order to create mazes so they walk, buying time for you to construct towers to kill them or to improve.
My trigger explanation: I have a problem with the ai: I create a temp_group every 0.10 seconds and check if there is one kodo without the "ordered" buff that lasts five seconds, then I create a temp_group2 for the orcs to see if there is one, if the conditions are met, then I set a temp_unit and a temp_unit2 from these groups respectively, finally I order the kodo (temp_unit) to attack the orc unit (temp_unit2), finally i create a dummy unit with 0.1 seconds of expiration time in a temp_point set in the kodo position add the ability to buff the kodo so he does not get ordered for a few seconds. Finally i clean the variables with the commands, for example call (udg_RemoveLocation).
Thoughts: My system doesn't work very well, kodos act very stupidly, they should destroy the structures if your peon is completely blocked and unreachable. Sometimes they just attack the buildings even with path, sometimes the don't move, I would like to make the buff last longer so I don't make them change objectives so frequent, I would love to make them prioritize orcs that are close and not randomly.
Please help me design or polish my kodo tag's ai so I can improve my map.
My trigger explanation: I have a problem with the ai: I create a temp_group every 0.10 seconds and check if there is one kodo without the "ordered" buff that lasts five seconds, then I create a temp_group2 for the orcs to see if there is one, if the conditions are met, then I set a temp_unit and a temp_unit2 from these groups respectively, finally I order the kodo (temp_unit) to attack the orc unit (temp_unit2), finally i create a dummy unit with 0.1 seconds of expiration time in a temp_point set in the kodo position add the ability to buff the kodo so he does not get ordered for a few seconds. Finally i clean the variables with the commands, for example call (udg_RemoveLocation).
Thoughts: My system doesn't work very well, kodos act very stupidly, they should destroy the structures if your peon is completely blocked and unreachable. Sometimes they just attack the buildings even with path, sometimes the don't move, I would like to make the buff last longer so I don't make them change objectives so frequent, I would love to make them prioritize orcs that are close and not randomly.
Please help me design or polish my kodo tag's ai so I can improve my map.