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How to make a Campaign AI

Level 15
Joined
Feb 15, 2006
Messages
851
Seriously, if only melee AI creation, its still best and easy to configure it in GUI mode, and
just do the rest of the attacking/engaging in triggers, but good tutorials anyway...
Well, GUI AI editor has its limitations.

  • It only allows you to define a random selection of 3 heroes instead of 4.
  • If you define conditionals too long, it fails (it truncates the code generating errors)
  • And... it's slow to develop.

So... the best is to write you own AI Jasscraft and it's done :)

And with this you can optimize the AI process and add more awesome control over it.
 
Great tutorial. Nice explanations and great for those who want to learn how to create an AI using the common.ai scripts. =)

This is in an approvable state, but two things should be fixed first:
1) The links to JassCraft and Jass Shop Pro link to random hive maps. (lol) Replace those links with the ones from wc3c.net
2) One of the JASS tags has everything on one line. Under the category "Attacking Strategy"

Once those changes have been made this will be approved!
 
Level 15
Joined
Feb 15, 2006
Messages
851
Great tutorial. Nice explanations and great for those who want to learn how to create an AI using the common.ai scripts. =)

This is in an approvable state, but two things should be fixed first:
1) The links to JassCraft and Jass Shop Pro link to random hive maps. (lol) Replace those links with the ones from wc3c.net
2) One of the JASS tags has everything on one line. Under the category "Attacking Strategy"

Once those changes have been made this will be approved!
About the second point, it seems it's a bug with the jass script of the site, I tried to edit it, but nothing changes :(
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
JASS:
function main takes nothing returns nothing    
    local unit crp    

// Building code goes here 
   
//*** WAVE 1 ***    
    call InitAssaultGroup()    
    set crp = GetCreepCamp(0,9,false) // Stores the target unit    
    call CampaignAttackerEx( 2, 3, 3, ARCHER )     
    call CampaignAttackerEx( 0, 1, 2, HUNTRESS )     
    call Sleep( M3 ) // Waits 3 minutes before attacking    
    call AttackMoveKillA(crp) // Order assault group to attack that unit
endfunction
How about this? You could also try copying the code into something like WordPad before pasting it into your post.
 
Level 15
Joined
Feb 15, 2006
Messages
851
JASS:
function main takes nothing returns nothing    
    local unit crp    

// Building code goes here 
   
//*** WAVE 1 ***    
    call InitAssaultGroup()    
    set crp = GetCreepCamp(0,9,false) // Stores the target unit    
    call CampaignAttackerEx( 2, 3, 3, ARCHER )     
    call CampaignAttackerEx( 0, 1, 2, HUNTRESS )     
    call Sleep( M3 ) // Waits 3 minutes before attacking    
    call AttackMoveKillA(crp) // Order assault group to attack that unit
endfunction
How about this? You could also try copying the code into something like WordPad before pasting it into your post.

I already did this, and it didn't worked.... weird....
 
Level 2
Joined
Apr 13, 2011
Messages
13
Higher Hero Levels

Hello moyackx!!

Well, I have a question...I've benn messing with the W3E for some years(Since 2005), but I started to study vJass these days(I'm already a programmer for 4 years...but I was too lazy to leave GUI and learn vJass :grin: )
Anyway, in the AI Editor, if I put more than 1 level to the ultimate spell, it breaks.As it breaks if I put more than 3 levels on others spells.
I'll try this tutorial after work when I get home, but if you see this question before maybe you can answer me :D

The question is...If I make an AI this way(triggers and vJass) will it break if I put more levels on the ultimate or other spells??? :ogre_hurrhurr:
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
IDK if it's just me but the loop in this code doent work at all...

The AI builds and trains and first attack is OK, but it doent loop...
JASS:
globals
    player AttackTo = Player(12) //attacking 
endglobals

function ConfigureAI takes nothing returns nothing
    call SetSlowChopping( true )
    call SetPeonsRepair( true )
    call SetHeroesTakeItems (true)
    call SetHeroesBuyItems(true)
endfunction

function hero_levels takes nothing returns integer
    local integer hero  = GetHeroId()
    local integer level = GetHeroLevelAI()
    local integer a = 0
    if hero == BLADE_MASTER then
        if level == 1 or level == 3 or level == 5 then
            set a = MIRROR_IMAGE
        endif
        if level == 2 or level == 4 or level == 7 then
            set a = CRITICAL_STRIKE
        endif
        if level >= 8 then
            set a = WIND_WALK
        endif
        if level == 6 then
            set a = BLADE_STORM
        endif 
    endif
    return a
endfunction

function main takes nothing returns nothing
    call CampaignAI( BURROW, function hero_levels )
    call ConfigureAI( )
    //============================
    call SetBuildUnit( 3, PEON )
    call SetBuildUnit( 1, GREAT_HALL )
    call SetBuildUnit( 2, BURROW )
    call SetBuildUnit( 1, ORC_ALTAR )
    call SetBuildUnit( 4, PEON )
    call SetBuildUnit( 3, BURROW )
    call SetBuildUnit( 1, ORC_BARRACKS )
    call SetBuildUnit( 5, PEON )
    call SetBuildUnit( 1, BLADE_MASTER )
    call SetBuildUnit( 1, GRUNT )
    call SetBuildUnit( 4, BURROW )
    call SetBuildUnit( 6, PEON )
    call SetBuildUnit( 2, ORC_BARRACKS )
    call SetBuildUnit( 2, GRUNT ) 
    call SetBuildUnit( 3, GRUNT )
    call SetBuildUnit( 4, GRUNT )
    call SetBuildUnit( 5, GRUNT )
    call SetBuildUnit( 6, GRUNT )
    call SetBuildUnit( 7, GRUNT )
    loop
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 3, 3, 3, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
        //============================
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 4, 4, 4, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
        //============================
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 5, 5, 5, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
        //============================
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 6, 6, 6, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
    endloop
endfunction
 
Level 15
Joined
Feb 15, 2006
Messages
851
IDK if it's just me but the loop in this code doent work at all...

The AI builds and trains and first attack is OK, but it doent loop...
JASS:
globals
    player AttackTo = Player(12) //attacking 
endglobals

function ConfigureAI takes nothing returns nothing
    call SetSlowChopping( true )
    call SetPeonsRepair( true )
    call SetHeroesTakeItems (true)
    call SetHeroesBuyItems(true)
endfunction

function hero_levels takes nothing returns integer
    local integer hero  = GetHeroId()
    local integer level = GetHeroLevelAI()
    local integer a = 0
    if hero == BLADE_MASTER then
        if level == 1 or level == 3 or level == 5 then
            set a = MIRROR_IMAGE
        endif
        if level == 2 or level == 4 or level == 7 then
            set a = CRITICAL_STRIKE
        endif
        if level >= 8 then
            set a = WIND_WALK
        endif
        if level == 6 then
            set a = BLADE_STORM
        endif 
    endif
    return a
endfunction

function main takes nothing returns nothing
    call CampaignAI( BURROW, function hero_levels )
    call ConfigureAI( )
    //============================
    call SetBuildUnit( 3, PEON )
    call SetBuildUnit( 1, GREAT_HALL )
    call SetBuildUnit( 2, BURROW )
    call SetBuildUnit( 1, ORC_ALTAR )
    call SetBuildUnit( 4, PEON )
    call SetBuildUnit( 3, BURROW )
    call SetBuildUnit( 1, ORC_BARRACKS )
    call SetBuildUnit( 5, PEON )
    call SetBuildUnit( 1, BLADE_MASTER )
    call SetBuildUnit( 1, GRUNT )
    call SetBuildUnit( 4, BURROW )
    call SetBuildUnit( 6, PEON )
    call SetBuildUnit( 2, ORC_BARRACKS )
    call SetBuildUnit( 2, GRUNT ) 
    call SetBuildUnit( 3, GRUNT )
    call SetBuildUnit( 4, GRUNT )
    call SetBuildUnit( 5, GRUNT )
    call SetBuildUnit( 6, GRUNT )
    call SetBuildUnit( 7, GRUNT )
    loop
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 3, 3, 3, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
        //============================
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 4, 4, 4, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
        //============================
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 5, 5, 5, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
        //============================
        call InitAssaultGroup()
        call CampaignAttackerEx( 1, 1, 1, BLADE_MASTER )
        call CampaignAttackerEx( 6, 6, 6, GRUNT )
        call SuicideOnPlayerEx( 10, 10, 10, AttackTo )
    endloop
endfunction

According to your code you give 10 seconds to the units to do the attack. SuicideOnPlayerEx does a wait in the for that time while the AI does the job.
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
According to your code you give 10 seconds to the units to do the attack. SuicideOnPlayerEx does a wait in the for that time while the AI does the job.
Sorry I really didnt get your answer, you mean to say that I should increase the wait?, I already did that for 60,120 etc... and it doesnt work...

SuicideOnPlayerEx calls many sub functions so I went to the root of it (CommonSuicideOnPlayer), unfortunately IDK how those function works after that...

And again, ONLY the loop doesnt work, the first attack is OK...
 
Level 15
Joined
Feb 15, 2006
Messages
851
Sorry I really didnt get your answer, you mean to say that I should increase the wait?, I already did that for 60,120 etc... and it doesnt work...

SuicideOnPlayerEx calls many sub functions so I went to the root of it (CommonSuicideOnPlayer), unfortunately IDK how those function works after that...

And again, ONLY the loop doesnt work, the first attack is OK...
I mean this :

Change this: call SuicideOnPlayerEx( 10, 10, 10, AttackTo ) // right now the AI wait 10 seconds, you need minutes in order to let the AI do the job
For this: call SuicideOnPlayerEx( M10, M10, M10, AttackTo )

And tell me if it works. As far as I remember, SuicideOnPlayerEx does a sleep internally.
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
Like I said:
I already did that for 60,120 etc... and it doesnt work...
coz M1=60, M2=120

I think it doesnt really matter if it's in seconds or minutes coz if I put 1 second, the AI will almost attack immediately on first wave, next waves no more...

EDIT:
Tested it again for 5 seconds, works for first, second waits for at least 3 minutes, the rest loop waits for 5 seconds only...
The second wait is now bugged with minutes of interval, IDK why...
 
Last edited:
Level 24
Joined
Feb 19, 2011
Messages
656
Help me out?

So I've only started with vJass programming. I know how to deal with the AI editor but its very choppy and usually doesn't work for too long:ogre_frown:.
But anyways, I made the code for humans but for some reason they dont build or do anything when I test them. Could you find the problem and help me out?

(Sorry I'm don't usually post much on this website, so unsure how to upload the files)

------------------------------------------------------------------------

globals
player MyVictim = Player( 0 )
endglobals

function ConfigureAI takes nothing returns nothing
call SetSlowChopping( true )
call SetPeonsRepair( true )
endfunction

function main takes nothing returns nothing
call CampaignAI( 'hhou', null )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, 'htow' )
call SetBuildUnit( 7, 'hpea' )
call SetBuildUnitEx( 2, 6, 6, 'hhou' )
call SetBuildUnitEx( 1, 1, 2, 'hbar' )
call SetBuildUnit( 1, 'halt' )
call SetBuildUnit( 1, 'hbla' )
call SetBuildUnit( 1, 'hlum' )
call SetBuildUnitEx( 0, 3, 3, 'nntg' )
call SetBuildUnit( 3, 'htwt' )
call SetBuildUnit( 1, 'hvlt' )
call CampaignDefenderEx( 2, 6, 6, 'hfoo' )
call CampaignDefenderEx( 1, 'hrif' )
// Teir 2 buildings
call SetBuildUnitEx( 1, 1, 2, 'hkee' )
call SetBuildUnit( 1, 'harm' )
call SetBuildUnitEx( 1, 1, 2, 'hars' )
call SetBuildUnit( 3, 'hhou' )
call SetBuildUnitEx( 0, 3, 3, 'hgtw' )
// Tier 3 buildings
call SetBuildUnit( 1, 'hcas' )
call SetBuildUnitEx( 0, 1, 1, 'hgra' )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 ***
call InitAssaultGroup()
call CampaignAttackerEx( 2, 5, 5, 'hfoo' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hrif' )
call CampaignAttackerEx( 1, 2, 3, 'hmpr' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 5, 5, 'hfoo' )
call CampaignAttackerEx( 1, 3, 3, 'hsor' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hrif' )
call CampaignAttackerEx( 1, 2, 2, 'hkni' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//** Animal War Upgrade
call SetBuildUpgrEx( 1, 1, 1, 'Rhan' )
call SetBuildUpgrEx( 1, 1, 1, 'Rhde' )
//*** Basic upgrades from Black Smith ***
call SetBuildUpgrEx( 1, 2, 3, 'Rhme' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhar' )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, 'hkni' )
call CampaignAttackerEx( 2, 2, 2, 'hmpr' )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, 'hfoo' )
call CampaignAttackerEx( 1, 1, 1, 'hrif' )
call CampaignAttackerEx( 1, 3, 3, 'hsor' )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 10, 10, 'hfoo' )
call CampaignAttackerEx( 1, 1, 1, 'Hvsh' )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hkni' )
call CampaignAttackerEx( 1, 3, 1, 'hmpr' )
call CampaignAttackerEx( 1, 2, 1, 'hsor' )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hfoo' )
call CampaignAttackerEx( 1, 3, 3, 'hkni' )
call CampaignAttackerEx( 1, 3, 3, 'hrif')
call CampaignAttackerEx( 0, 2, 2, 'hmpr' )
call CampaignAttackerEx( 0, 2, 2, 'hmtm' )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
endloop
// **********************************
// * End Attack Strategy *
// **********************************
endfunction

---------------------------------------------------------------------------
 
Level 16
Joined
Mar 3, 2006
Messages
1,564
you have a syntax error at line 5 before the end of the script "endloop": you didn't start the loop in the first place.

JASS:
loop
    // some actions ...
endloop

you are making

JASS:
// some actions
endloop

I would suggest you do this for every AI you make to know it has no errors, add this line under the main function

JASS:
function main takes nothing returns nothing
   call DisplayTextToPlayer(Player(0),0,0,"AI started")
   // Start you AI

endfunction

When you run the game and you get the message "AI started" then your file will work properly, otherwise, it contains an error(s).
 
Level 24
Joined
Feb 19, 2011
Messages
656
Sorry again I tried to fix the other Ai but it didn't work, so I decided to mimic your Ai but instead with humans. Needless it doesn't work and I do not why?
When I test that Ai in the Ai Editor, the night even ai works while my human ai just mines gold. So could you help a beginner out again?





//******************************************************************************
//* Human Campaign AI *
//* By wa666r *
//******************************************************************************
//*
globals
player MyVictim = Player( 0 )
endglobals

function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction

function hero_levels takes nothing returns integer
local integer hero = GetHeroId()
local integer level = GetHeroLevelAI()
local integer a = 0
if hero == 'Hpal' then
if level == 1 or level == 3 or level == 5 then
set a = 'AHhb'
endif
if level == 2 or level == 4 or level == 7 then
set a = 'AHds'
endif
if level >= 8 then
set a = 'AHad'
endif
if level == 6 then
set a = 'AHre'
endif
endif
if hero == 'Hamg' then
if level == 1 or level == 3 or level == 5 then
set a = 'AHbz'
endif
if level == 2 or level == 4 or level == 7 then
set a = 'AHad'
endif
if level >= 8 then
set a = 'AHwe'
endif
if level == 6 then
set a = 'AHmt'
endif
endif
return a
endfunction

function main takes nothing returns nothing
call CampaignAI( 'hhou', function hero_levels )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
//
// Tier 1 Buildings
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, 'htow' )
call SetBuildUnit( 15, 'hpea' )
call SetBuildUnitEx( 1, 2, 3, 'hhou' )
call SetBuildUnitEx( 1, 2, 2, 'hbar' )
call SetBuildUnit( 1, )
call SetBuildUnit( 1, 'hbla' )
call CampaignDefenderEx( 2, 2, 3, 'hfoo' )
call CampaignDefenderEx( 1, 1, 1, 'hrif' )
call SetBuildUnitEx( 1, 2, 3, 'hwtw' )
// Tier 2 buildings
call SetBuildUnit( 1, 'hkee' )
call SetBuildUnitEx( 1, 2, 2, 'hars' )
call SetBuildUnit( 1, 'harm' )
// Tier 3 buildings
call SetBuildUnit( 1, 'hcas' )
call SetBuildUnitEx( 0, 1, 1, 'hcas' )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 *** AI will begin to attack in 5 minutes
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, 'hfoo')
call CampaignAttackerEx( 0, 1, 2, 'hrif' )
call SuicideOnPlayerEx( M5, M5, M5, MyVictim )
//*** Basic upgrades from HUNTERS HALL ***
call SetBuildUpgrEx( 1, 2, 3, 'Rhme' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhar' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhla' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhra' )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hfoo' )
call CampaignAttackerEx( 1, 2, 3, 'hrif' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hfoo' )
call CampaignAttackerEx( 1, 2, 3, 'hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hfoo' )
call CampaignAttackerEx( 1, 2, 3, 'hrif' )
call CampaignAttackerEx( 0, 1, 1, 'hmtm' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** Dryad Upgrade
call SetBuildUpgrEx( 1, 1, 1, 'Rhde' )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, 'hfoo' )
call CampaignAttackerEx( 2, 2, 2, 'hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 0, 1, 2, 'hmpr' )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** Druid of the Claw Upgrade
call SetBuildUpgrEx( 0, 1, 2, 'Rhpt' )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'Hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hmpr' )
call CampaignAttackerEx( 0, 1, 2, 'hkni' )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** chimaera Upgrade
call SetBuildUpgrEx( 0, 0, 1, 'Rhri' )
loop //Init the infinite attack loop
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hfoo' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hkni' )
call CampaignAttackerEx( 0, 1, 2, 'hrif' )
call CampaignAttackerEx( 0, 1, 2, 'hsor' )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hfoo' )
call CampaignAttackerEx( 1, 1, 1, 'Hpak')
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hmpr' )
call CampaignAttackerEx( 0, 1, 2, 'hsor' )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hfoo' )
call CampaignAttackerEx( 0, 1, 2, 'hsor' )
call CampaignAttackerEx( 0, 1, 2, 'hmpr' )
call CampaignAttackerEx( 1, 1, 2, 'hspt' )
call CampaignAttackerEx( 0, 1, 2, 'hgry' )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
endloop
// **********************************
// * Attack Strategy never ends *
// **********************************
endfunction
 
Level 15
Joined
Feb 15, 2006
Messages
851
As I thought, it was a code error (check the line 63, with the comment):
JASS:
//******************************************************************************
//* Human Campaign AI *
//* By wa666r *
//******************************************************************************
//*
globals
player MyVictim = Player( 0 )
endglobals

function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction

function hero_levels takes nothing returns integer
local integer hero = GetHeroId()
local integer level = GetHeroLevelAI()
local integer a = 0
if hero == 'Hpal' then
if level == 1 or level == 3 or level == 5 then
set a = 'AHhb'
endif
if level == 2 or level == 4 or level == 7 then
set a = 'AHds'
endif
if level >= 8 then
set a = 'AHad'
endif
if level == 6 then
set a = 'AHre'
endif
endif
if hero == 'Hamg' then
if level == 1 or level == 3 or level == 5 then
set a = 'AHbz'
endif
if level == 2 or level == 4 or level == 7 then
set a = 'AHad'
endif
if level >= 8 then
set a = 'AHwe'
endif
if level == 6 then
set a = 'AHmt'
endif
endif
return a
endfunction

function main takes nothing returns nothing
call CampaignAI( 'hhou', function hero_levels )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
//
// Tier 1 Buildings
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, 'htow' )
call SetBuildUnit( 15, 'hpea' )
call SetBuildUnitEx( 1, 2, 3, 'hhou' )
call SetBuildUnitEx( 1, 2, 2, 'hbar' )
call SetBuildUnit( 1, ) //Here's your mistake.... missing arguments...
call SetBuildUnit( 1, 'hbla' )
call CampaignDefenderEx( 2, 2, 3, 'hfoo' )
call CampaignDefenderEx( 1, 1, 1, 'hrif' )
call SetBuildUnitEx( 1, 2, 3, 'hwtw' )
// Tier 2 buildings
call SetBuildUnit( 1, 'hkee' )
call SetBuildUnitEx( 1, 2, 2, 'hars' )
call SetBuildUnit( 1, 'harm' )
// Tier 3 buildings
call SetBuildUnit( 1, 'hcas' )
call SetBuildUnitEx( 0, 1, 1, 'hcas' )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 *** AI will begin to attack in 5 minutes
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, 'hfoo')
call CampaignAttackerEx( 0, 1, 2, 'hrif' )
call SuicideOnPlayerEx( M5, M5, M5, MyVictim )
//*** Basic upgrades from HUNTERS HALL ***
call SetBuildUpgrEx( 1, 2, 3, 'Rhme' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhar' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhla' )
call SetBuildUpgrEx( 1, 2, 3, 'Rhra' )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hfoo' )
call CampaignAttackerEx( 1, 2, 3, 'hrif' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hfoo' )
call CampaignAttackerEx( 1, 2, 3, 'hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, 'hfoo' )
call CampaignAttackerEx( 1, 2, 3, 'hrif' )
call CampaignAttackerEx( 0, 1, 1, 'hmtm' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** Dryad Upgrade
call SetBuildUpgrEx( 1, 1, 1, 'Rhde' )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, 'hfoo' )
call CampaignAttackerEx( 2, 2, 2, 'hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 0, 1, 2, 'hmpr' )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** Druid of the Claw Upgrade
call SetBuildUpgrEx( 0, 1, 2, 'Rhpt' )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'Hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hmpr' )
call CampaignAttackerEx( 0, 1, 2, 'hkni' )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** chimaera Upgrade
call SetBuildUpgrEx( 0, 0, 1, 'Rhri' )
loop //Init the infinite attack loop
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hfoo' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hkni' )
call CampaignAttackerEx( 0, 1, 2, 'hrif' )
call CampaignAttackerEx( 0, 1, 2, 'hsor' )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hfoo' )
call CampaignAttackerEx( 1, 1, 1, 'Hpak')
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hmpr' )
call CampaignAttackerEx( 0, 1, 2, 'hsor' )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, 'hrif' )
call CampaignAttackerEx( 1, 1, 1, 'Hpal' )
call CampaignAttackerEx( 1, 1, 1, 'Hamg' )
call CampaignAttackerEx( 1, 2, 3, 'hfoo' )
call CampaignAttackerEx( 0, 1, 2, 'hsor' )
call CampaignAttackerEx( 0, 1, 2, 'hmpr' )
call CampaignAttackerEx( 1, 1, 2, 'hspt' )
call CampaignAttackerEx( 0, 1, 2, 'hgry' )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
endloop
// **********************************
// * Attack Strategy never ends *
// **********************************
endfunction

I suggest to use Jasscraft: http://www.wc3c.net/showthread.php?t=80051&highlight=jasscraft as your AI editor, it helps detecting typos because it uses pjass as syntax checker. when you test it, ensure you set common.ai and common.j in the settings dialog (F8) in the "jass enchantements" tab. This in order to do the proper debugging
 
Hey man, its me again, I was wondering if there is any special codes I would have to put for a costume race.

No, you don't need special codes for JASS based AI, but remember, JASS AI used Rawcode, be sure to check the rawcode of every costum unit you use, since incorrect rawcode causes the AI to break and don't work.

If I'm wrong, I'm very sorry, that's because I don't make Camp. AI's, so very sorry if that happened.

~DaffaMage
 
Last edited:
Level 2
Joined
Jun 29, 2013
Messages
13
hi. first of all i wanna thank moya for this nice guide, cuz im a total newb when it comes to ai and jass.
i wanted to make campaign ai that doesnt mine gold, with custom units from a modified race that will attack occasionaly when triggered. this is my script
of course i gave him gold and lumber, when runs out it recharges again. i made a modified structure Orc Fortress that would make him primary food limit of 90, without need to build extra burrows, but then i just changed it to regular burrows in his camp.
//============================================================================
// SKELETAL ORCS -- purple player -- AI Script
//============================================================================
globals
Player Kurac = Player(0)
endglobals

//============================================================================
// main
//============================================================================
function ConfigureAI main takes nothing returns nothing
call DisplayTextToPlayer(Player(0),0,0,"AI started")
call CampaignAI(otrb,null)
call SetReplacements(1,1,3)

call CampaignDefenderEx( 3,3,5, nsko )
call CampaignDefenderEx( 1,2,2, nsog )
call CampaignDefenderEx( 0,0,1, nsoc )
call CampaignDefenderEx( 0,0,1, nsm )

call WaitForSignal()

//*** WAVE 1 ***
call InitAssaultGroup()
call CampaignAttackerEx( 1, 1, 1, nsko )
call CampaignAttackerEx( 3,3,5, nsog )
call SuicideOnPlayer(M1, M1, M2, Kurac)

//*** WAVE 2 ***
call InitAssaultGroup()
call CampaignAttackerEx( 6,6,8, nsko )
call CampaignAttackerEx( 2,2,3, nsog )
call SuicideOnPlayerEx(M1, M1, M2, Kurac)

//*** WAVE 3 ***
call InitAssaultGroup()
call CampaignAttackerEx( 2,2,5, nsko )
call CampaignAttackerEx( 1,1,3, ocat )
call CampaignAttackerEx( 5,5,8, nsko )
call SuicideOnPlayerEx(M1, M1, M2, Kurac)

loop
//*** WAVE 4+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 5,5,7, nsko )
call CampaignAttackerEx( 2,2,4, nsog )
call SuicideOnPlayerEx(M1, M1, M2, Kurac)

//*** WAVE 5+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 2,2,3, nsko )
call CampaignAttackerEx( 4,4,6, nsog )
call CampaignAttackerEx( 1,1,1, nsoc )
call SuicideOnPlayerEx(M1, M2, M2, Kurac)

//*** WAVE 6+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 6,6,8, nsko )
call CampaignAttackerEx( 4,4,6, nsog )
call SuicideOnPlayerEx(M1, M1, M2, Kurac)

//*** WAVE 7+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 4,4,6, nsko )
call CampaignAttackerEx( 3,3,6, nsog )
call CampaignAttackerEx( 2,2,3, nsoc )
call CampaignAttackerEx( 0,0,1, ocat )
call SuicideOnPlayerEx(M1, M1, M1, Kurac )

endloop
endfunction

i am trying for days to get it to work reading here and there, but i cannot make him to work it wont do anything
 
Level 15
Joined
Feb 15, 2006
Messages
851
You forgot to add the marks to the names:
JASS:
call CampaignAI('otrb',null)
call SetReplacements(1,1,3)

call CampaignDefenderEx( 3,3,5, 'nsko' )
call CampaignDefenderEx( 1,2,2, 'nsog' )
call CampaignDefenderEx( 0,0,1, 'nsoc' )
call CampaignDefenderEx( 0,0,1, 'nsm' ) // Here I'm pretty sure there's one mistake

Do this for every raw integer.
 
Level 2
Joined
Jun 29, 2013
Messages
13
tried it, didnt work. i downloaded jasscraft for error fixing and comparing to common.ai. tried multiple times checked, and checked again and again and nothing seems to work, then i just made it simple and used onyl 3 custom units for player with one producing structure. then i played with common.ai cause i saw blizzard done that when they used custom units in campaigns...

constant integer SKEL_ORC = 'nsko'
constant integer SKEL_ORC_GRUNT = 'nsog'
constant integer SKEL_ORC_CHAMP = 'nsoc'

i insterted this in common.ai and saved thru mpq in frozen throne mpq file.

now my script looks like this
//============================================================================
// SKELETAL ORCS -- purple player -- AI Script
//============================================================================
globals
player user = Player(1)
endglobals

//============================================================================
// main
//============================================================================
function ConfigureAI takes nothing returns nothing
call CampaignAI(BURROW,null)
call SetReplacements(1,1,3)

call CampaignDefenderEx( 1, 2, 3, SKEL_ORC )
call CampaignDefenderEx( 1, 2, 3, SKEL_ORC_GRUNT )

call WaitForSignal()

//*** WAVE 1 ***
call InitAssaultGroup()
call CampaignAttackerEx( 1, 1, 1, SKEL_ORC )
call CampaignAttackerEx( 3,3,5, SKEL_ORC_GRUNT )
call SuicideOnPlayer(M1, user )

//*** WAVE 2 ***
call InitAssaultGroup()
call CampaignAttackerEx( 6,6,8, SKEL_ORC )
call CampaignAttackerEx( 2,2,3, SKEL_ORC_GRUNT )
call SuicideOnPlayerEx(M1, M1, M2, user )

//*** WAVE 3 ***
call InitAssaultGroup()
call CampaignAttackerEx( 2,2,5, SKEL_ORC )
call CampaignAttackerEx( 1,1,3, CATAPULT )
call CampaignAttackerEx( 2,2,3, SKEL_ORC_GRUNT )
call SuicideOnPlayerEx(M1, M1, M2, user )

loop
//*** WAVE 4+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 5,5,7, SKEL_ORC )
call CampaignAttackerEx( 2,2,4, SKEL_ORC_GRUNT )
call SuicideOnPlayerEx(M1, M1, M2, user )

//*** WAVE 5+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 2,2,3, SKEL_ORC_GRUNT )
call CampaignAttackerEx( 4,4,6, SKEL_ORC )
call CampaignAttackerEx( 1,1,1, SKEL_ORC_CHAMP )
call SuicideOnPlayerEx(M1, M2, M2, user )

//*** WAVE 6+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 6,6,8, SKEL_ORC )
call CampaignAttackerEx( 4,4,6, SKEL_ORC_GRUNT )
call SuicideOnPlayerEx(M1, M1, M2, user )

//*** WAVE 7+ ***
call InitAssaultGroup()
call CampaignAttackerEx( 4,4,6, SKEL_ORC )
call CampaignAttackerEx( 3,3,4, SKEL_ORC_GRUNT )
call CampaignAttackerEx( 1,1,1, SKEL_ORC_CHAMP )
call CampaignAttackerEx( 1,2,3, CATAPULT )
call SuicideOnPlayerEx(M1, M1, M1, user )

endloop
endfunction

jasscraft recognized this functions from common.ai and said there were no errors, but then it still doesnt work.. am i doing something wrong in the map itself maybe, cause i linked ai to player, and sent commands (0,0) ? it uses orcs structures with custom units, so i think its ok to link food producer to be orc burrow
 
Level 2
Joined
Jun 29, 2013
Messages
13
as i said in previous post there is none. i need this ai only for attacking and defending without mining, repairing units. i mimicked the script from blizzard ai in wc3 when they used the script for "Corrupted Ancients" the exact same thing i want to use here.

oh and sry about not using code earlier...
 
Level 2
Joined
Jun 29, 2013
Messages
13
of course. i set orc barracks to train them. they just wont do anything, wont move, wont train nothing.

just a thought did maybe blizzard set some special behaviour for custom units or something that i should be aware.. ?
here is a pic of ai triggering i did.
 

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Level 2
Joined
Jun 29, 2013
Messages
13
hey man IT WORKS FINNALY!

its not the signal, its just me FORGETING TO IMPORT COMMON.AI IN WC3 folder data. JESUS CHRIST. i was working from the start from my copied .mpq files in another directory and then when milions thing got complicated about directories being protected and taking ages to copy paste 400 mb mpq files over and over cause of testing i was just fuck it lets try one more time with raw names, and voila. moya im rly sry about wasting your time, i just started this map moding like 10 days ago, and it finnaly works after days of testing, im happy AS FUCK!!

ps i just found out that i actually DID copied mpq in wc3, its just when reading integers in jasscraft one name of one unit was marked in white while others were silver. and raw was right i checked! so i dunno why it didnt wanna get raw out of that unit...
 

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Level 3
Joined
Nov 1, 2012
Messages
27
is there a place in the site where we can download pre-made AI? i've been looking for a while but it seems like no..
 
Level 12
Joined
Mar 6, 2008
Messages
1,057
This tutorial helped me a lot. However I managed to learn basic AI script thanks to Demo Custom Campaign made by Blizzard Entertainment. They provided basic script there which is used for Humans in first chapter. However yes, JASS AI making surely is the best. I'm still trying to get it under hand, so far so good.
 
Level 16
Joined
Mar 3, 2006
Messages
1,564
This tutorial helped me a lot. However I managed to learn basic AI script thanks to Demo Custom Campaign made by Blizzard Entertainment. They provided basic script there which is used for Humans in first chapter. However yes, JASS AI making surely is the best. I'm still trying to get it under hand, so far so good.

If you also need to know the description of most of the AI natives go here (the AI manual) as well.

With those 2 tutorial you could master your AI scripting skills.
 
Level 12
Joined
Mar 6, 2008
Messages
1,057
If you also need to know the description of most of the AI natives go here (the AI manual) as well.

With those 2 tutorial you could master your AI scripting skills.

I am still sort of newbie for this whole JASS thing, to be honest. I barely know to code that much but I managed to compile some skills out of this tutorial and demo campaign made by Blizzard. There are still some things I'm yet about to learn when it comes to Campaign AI scripts but yeah, I'm on a good way. :)
 
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