*Please note that I am a relative novice at using the editor but have learned a lot, I know next to nothing about programming AI using triggers.
I have been working on my own brand of Tree Tag (Tree Tag Modified, currently on V2.3 but working on V3.0) and as of now I have the balance of my map roughly where I want it and only have a few tweaks to make here and there. The thing that I plan on using from really separating my Tree Tag map from the rest will be the AI I plan to incorporate into the Player 12 (making him a computer controlled AI, it should be easy to make the other infernal slots AI if needed, at least the way I have started my AI script). Basically I want this guy to patrol around the map, attack a number of predefined areas (with Ents being the priority) and return the center of the map when ever it is detected that an Ent controlled unit has entered an area just larger than the rescue zone. I also want my guy to use his infernal abilities as well as leave Sentry Wards on the ground when ever the timer expires. It would also be great if he could purchase items from the vendors.
This is what I have so far:
*30 seconds after the game starts the game will spawn the correct infernal under computer control (tested to work). This is the strength infernal if anyone is wondering. Note, my map allows players to select what ever infernal they want when the game starts.
*The first abilities that the AI will select for the infernal is shock wave. ( trigger implemented, works in theory but unknown in practice)
*Every 45 seconds (periodic) the AI should try and learn more of the Infernal's abilities if the Infernal has enough skill points to learn more abilities. (trigger implemented, works in theory but unknown in practice)
This is what I need or need help with:
*When an Ent controlled unit moves to "AIReturnToCenterZone" the AI will move the Infernal to the center of the map. (What I have so far is attached at the bottom as "AttackCenter AI.JPG"). I can't figure out how get it to make my infernal move move to this zone, all I can find is options to move Triggering Units.
*I need a script to tell my infernal to attack move (and clear all destructables in his path) to a random Ent unit and than attack/kill that Ent unit. I also want him to attack move so he kills all Ent units he sees along the way. I originally wanted to have a number of regions he would clear out but that is not a practical solution.
*I need to know how to make my Infernal leave a Sentry Ward at his current location every time the cooldown is up.
*I need to know how to make the Infernal buy items from the shops when he has enough money (and than actually use them if they have a use). I want the infernal to buy the items when he paths past the vendor instead of visiting the vendor every certain interval. If I can't do this, could I just make a trigger that spawns an item in the Infernal's inventory and removes a certain amount of money upon doing this (without spawning replicate items).
I really appreciate any help you guys can give. I will continue working on this myself and update my post with any progress that I make.
I have been working on my own brand of Tree Tag (Tree Tag Modified, currently on V2.3 but working on V3.0) and as of now I have the balance of my map roughly where I want it and only have a few tweaks to make here and there. The thing that I plan on using from really separating my Tree Tag map from the rest will be the AI I plan to incorporate into the Player 12 (making him a computer controlled AI, it should be easy to make the other infernal slots AI if needed, at least the way I have started my AI script). Basically I want this guy to patrol around the map, attack a number of predefined areas (with Ents being the priority) and return the center of the map when ever it is detected that an Ent controlled unit has entered an area just larger than the rescue zone. I also want my guy to use his infernal abilities as well as leave Sentry Wards on the ground when ever the timer expires. It would also be great if he could purchase items from the vendors.
This is what I have so far:
*30 seconds after the game starts the game will spawn the correct infernal under computer control (tested to work). This is the strength infernal if anyone is wondering. Note, my map allows players to select what ever infernal they want when the game starts.
*The first abilities that the AI will select for the infernal is shock wave. ( trigger implemented, works in theory but unknown in practice)
*Every 45 seconds (periodic) the AI should try and learn more of the Infernal's abilities if the Infernal has enough skill points to learn more abilities. (trigger implemented, works in theory but unknown in practice)
This is what I need or need help with:
*When an Ent controlled unit moves to "AIReturnToCenterZone" the AI will move the Infernal to the center of the map. (What I have so far is attached at the bottom as "AttackCenter AI.JPG"). I can't figure out how get it to make my infernal move move to this zone, all I can find is options to move Triggering Units.
*I need a script to tell my infernal to attack move (and clear all destructables in his path) to a random Ent unit and than attack/kill that Ent unit. I also want him to attack move so he kills all Ent units he sees along the way. I originally wanted to have a number of regions he would clear out but that is not a practical solution.
*I need to know how to make my Infernal leave a Sentry Ward at his current location every time the cooldown is up.
*I need to know how to make the Infernal buy items from the shops when he has enough money (and than actually use them if they have a use). I want the infernal to buy the items when he paths past the vendor instead of visiting the vendor every certain interval. If I can't do this, could I just make a trigger that spawns an item in the Infernal's inventory and removes a certain amount of money upon doing this (without spawning replicate items).
I really appreciate any help you guys can give. I will continue working on this myself and update my post with any progress that I make.
Attachments
Last edited: