[AI] Oakwood Forest needs an experienced AI editor!

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Hey there.


The Oakwood Forest ORPG is getting bigger and bigger, and now we came to a point where we need an experienced AI editor for a issue we got.
This is our problem:
Unit A = owned by Player 1
Unit B = owned by Player 10
Unit C = owned by Player 10

Unit A attacks unit B. Unit C is ~600 range away from unit B. We got our Creep Camp Radius to 250 because we want this to be a small amount. This doesn't affect units owned by Player 10. So what happens.. Unit C is going to help Unit B. We don't want this! He is 600 range away so should just stay there pretending like he doesn't know that unit B is getting attacked.

Someone here knows how to fix this issue?

Thanks,

Teuncreemers
 
I tested your map changed something and found the cause why it isn't working. I added a screenshot to show you what I changed and why it isn't working anymore (in your testmap that is).

I changed the unit owning player to computer and it doesnt work anymore.



EDIT: I suppose I found one of Wc3's limits?:(
 

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CREEPS must be NEUTRAL HOSTILE, otherwise they won't register as creeps. I had to change a MASSIVE number of units/triggers over to NEUTRAL HOSTILE because I had them under Brown Player (computer enemy). Computers have far more aggressive AI than Neutral Hostile.

Change all of the units you want to stick to a light radius to Neutral Hostile. Enemies you want to build and be aggressive change to Computer, and ally the two players.
 
CREEPS must be NEUTRAL HOSTILE, otherwise they won't register as creeps. I had to change a MASSIVE number of units/triggers over to NEUTRAL HOSTILE because I had them under Brown Player (computer enemy). Computers have far more aggressive AI than Neutral Hostile.

Change all of the units you want to stick to a light radius to Neutral Hostile. Enemies you want to build and be aggressive change to Computer, and ally the two players.

And now the thing about this topic.

What if that isn't an option?

Then I would need someone good at making AI's. And that would explain this post:grin:

Thanks for thinking with me but it's not a good solution. The 'creeps' just have to be a player in my map. It's an RPG and.. hmm. Let's think about WoW.. The guards in a city like Orgrimmar are from a 'player' they are killeable by enemies but friendly to allies. Neutral Hostile will always be unfriendly to anyone.
 
use triggers then.
Making AI using the trigger editor is just lame cuz it fucks up other things like current orders etc(unless you want to spend shitloads of time and make it ressource heavy). Just having someone who knows shit bout AI editing would be way better.
 
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