- Joined
- Sep 21, 2010
- Messages
- 142
Well I am currently doing a project with a friend, and I was wondering, how can I advanced the AI to make it smarter using the AI Editor?
Ah, Warcraft_Tester; You have returned.
No one uses the AI Editor anymore ;/ (Unless you're talking about AI for melee maps and possibly Melee-like Campaign maps.)
You can create AI scripts with the Trigger Editor.
If you only know GUI, it's going to be hard (Designing a smart AI in GUI is pretty difficult and ugly)
Designing it in Jass/vJass is easier and way cleaner ^-^
Basically, the algorithm is this:
Every second, check the AI unit's current state (His hp, his mana, the units around him, etc...)
And using that information, you would decide what to order that unit to do!
Pretty simple right?
For example, if the unit's HP is low, you'd pick every unit on the map to find the closest fountain.
If the base is closer than the fountain, order him to go to the base, else, order him to go to the fountain.
but what about unit use his abilities? since a map have alot ability and u must check every ability for oder it no? or trigger for every kind of mob/hero on map?
Also you can base abilities on standard wc3 abilities thus they will be used in the same scenarios as in melee games. There's a tutorial in the tutorial section about it.
Yes I have returned from the land of Java. Anyways sorry for the long wait of a reply but can someone make a basic trigger for me then that does that please? It was gonna be a melee map that only had crowns but now it's transformed into a melee map/tag map. Weird huh?Ah, Warcraft_Tester; You have returned.
No one uses the AI Editor anymore ;/ (Unless you're talking about AI for melee maps and possibly Melee-like Campaign maps.)
You can create AI scripts with the Trigger Editor.
If you only know GUI, it's going to be hard (Designing a smart AI in GUI is pretty difficult and ugly)
Designing it in Jass/vJass is easier and way cleaner ^-^
Basically, the algorithm is this:
Every second, check the AI unit's current state (His hp, his mana, the units around him, etc...)
And using that information, you would decide what to order that unit to do!
Pretty simple right?
For example, if the unit's HP is low, you'd pick every unit on the map to find the closest fountain.
If the base is closer than the fountain, order him to go to the base, else, order him to go to the fountain.
That's why I never base my spells on Channel the main reason why Channel suuuuck
Depends, if they are very specialized abilities, which can be used only in specific moments, if it's based on channel or no, doesn't matter.