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Simple Triggered Hero Artificial Intelligence in GUI

Level 7
Joined
Jun 4, 2006
Messages
127
Contents

I. Some things to know about
1. Uses of AI Triggers
2. Difference of Triggered and AI Editor Scripts

II. The Hero Triggers
1. Creating the Hero
2. Learning and Using of Abilities
3. Attacking, Chasing and Retreating
4. Item System

I. Some Things to Know About

1. Uses of AI Triggering

AI triggering is for advanced Artificial Intelligence to those maps which the AI Editor cannot be applied.
Common genres that uses Triggered AI are AoS, Hero Arena, Hero Defense, RPG (Role Playing Game), etc.
Other things that aren't included (Tags, TDs (Tower Defense), TWs (TowerWars), Maul, CD's (Castle Defense) but aren't purposed for Triggered AI is because that these kind of games is too long and these kind of genres cannot be practiced even with AI Players.


2. Difference of Triggered and AI Editor Scripts

Triggered AI shows more advanced mechanics on the Heroes and its the map makers choice on what he wants to do with the Artificial Intelligence.
As of AI Scripts, it's mechanics is equal to every unit than just caring for the Hero.
AI Scripts are most used in Melee and Campaign maps.


II. The Hero Triggers

1. Creating the Hero

First, we have to create the Hero for the AI, depending on the style of how to get the hero.
Some styles are using a building to upgrade it to a hero, taverns and arenas.
The following codes are at the bottom and you can see if it is for its style (this trigger also gives random heroes of choice).

You can add some stuff like the ff. in the actions:
  • Actions
    • Player Group - Pick every Player in (All Players) and do Player - Make [Hero-Type] Unavailable for training/constructing for (Picked Player)
    • Game - Display to (All Players) the text: (Name of Player (#) + picked + [Name of your Hero]
    • Hero - Create [item] and give it to (Last Created Unit)
  • [I]Building Upgrade to Hero[/I]
    • Events
      • Time - Elapsed game time is [...] seconds
    • Conditions
      • (Player [#](color) controller) Equal to Computer
    • Actions
      • If (All Condition are true) then do (Actions) Else do (Else Actions)
        • If - Conditions
          • (Random integer between 1 and 2) Equal to 1
        • Then - Actions
          • Set AIHero[Array#] = (Building Of Player[#])
          • Unit - Order [Player [#]'s building] to train/upgrade to a [desired hero]
          • [If you would like to add something here, then add it]
        • Else - Actions
          • Unit - Order [Player [#]'s building] to train/upgrade to a [desired hero]
          • [If you would like to add something here, then add it]
  • [I]Hero Tavern[/I]
    • Events
      • Time - Elapsed game time is [...] seconds
    • Conditions
      • (Player [#](color) controller) Equal to Computer
    • Actions
      • If (All Condition are true) then do (Actions) Else do (Else Actions)
        • If - Conditions
          • (Random integer between 1 and 2) Equal to 1
        • Then - Actions
          • Set Point = (Random Point of (Region))
          • Unit - Create 1 [Hero] for [Player (#)] at [Point] facing [Default Facing Degrees]
          • Custom script: call RemoveLocation(udg_Point)
        • Else - Actions
          • Set Point = (Random Point of (Region))
          • Unit - Create 1 [Hero] for [Player (#)] at [Point] facing [Default Facing Degrees]
          • Custom script: call RemoveLocation(udg_Point)
      • Set AIHero[Array#] = (Last Created Unit)
  • [I]Hero Arena[/I]
    • Events
      • Time - Elapsed game time is [...] seconds
    • Conditions
      • (Player [#](color) controller) Equal to Computer
    • Actions
      • If (All Condition are true) then do (Actions) Else do (Else Actions)
        • If - Conditions
          • (Random integer between 1 and 2) Equal to 1
        • Then - Actions
          • Set BlaHeroLoc = (Random Point in (Region))
          • Unit - Order [Hero Picker of Player (#)] to Move to [BlaHeroLoc]
          • Custom script: call RemoveLocation(udg_BlaHeroLoc)
        • Else - Actions
          • Set BlaHeroLoc = (Random Point in (Region))
          • Unit - Order [Hero Picker of Player (#)] to Move to [BlaHeroLoc]
          • Custom script: call RemoveLocation(udg_BlaHeroLoc)
Setting the Variable to the Arena.. Add these Actions

  • Actions
    • [Add your Actions Here]
    • If (Owner of (Entering Unit)) Equal to (Player[#]) and (Player[#] controller) Equal to Computer then do Set AIHero[Array#] = (Last Created Unit) else do Do Nothing

2. Learning and Using of Abilities
Now, what we need is a trigger that makes the Hero Artificial Intelligence to Learn Abilities and know when to use some abilities, especially the triggered ones.
The order of learning of abilities is the best ability (Most Ultimate) to the Least Best (Attribute Bonus or the weakest ability). Even though the Ultimate has a level requirement, it means the AI will try to Learn the Ultimate first than the others, meaning, at level 6 or something, instead of learning the other abilities, the Hero will learn the Ultimate.


  • [I]Learn Abilities[/I]
    • Events
      • Unit - A unit Gains a Level
    • Conditions
      • (Player [#](color) controller) Equal to Computer
      • (Owner of (Leveling/Triggering Unit) Equal to Player [#](color)
    • Actions
      • Hero - Learn skill for (Leveling/Triggering Unit): [Strongest Ability/Ultimate of First Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Strongest Ability/Ultimate of Second Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Moderate Strong Ability of First Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Moderate Strong Ability Second Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Moderate Weak Ability of First Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Moderate Weak Ability of Second Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Weakest Ability of First Hero]
      • Hero - Learn skill for (Leveling/Triggering Unit): [Weakest Ability of Second Hero]
You can also make the Hero randomly learn abilities with the If/Then/Else Actions.
Also remember that this can choose 2 random heroes so you better put all of their abilities in.

*=Optional
  • [I]Usage of Abilities[/I]
    • Events
      • Time - Every 1 seconds of the game
    • Conditions
      • (Player [#](color) controller) Equal to Computer
    • Actions
      • Set VarUnitGroup = (Units within [distance] of (Position of (AIHero[Array#]) matching (((Matching Unit) is Alive) Equal to True) and ((Matching Unit) belongs to an enemy of (Owner of (AIHero[Array#])) Equal to True) and (((Matching Unit) is A Hero) Equal to True)
      • Unit - Pick every unit in VarUnitGroup then do (Actions) else do (Else Actions)
        • Loop - Actions
          • If (All Condition are true) then do (Actions) Else do (Else Actions)
            • If - Conditions
              • (Integer((Life of (Picked Unit)))) Less than or Equal to [desired life]
            • Then - Actions
              • Unit - Order [Hero Picker of Player (#)] to [Ability] [to (Picked Unit)/(Position of (Picked Unit))]
              • Custom script: call DestroyGroup(udg_VarUnitGroup)
            • Else - Actions
              • Custom script: call DestroyGroup(udg_VarUnitGroup)
I'm not quite sure about Custom Script, because the Variable is still going to be used again, so better use the other setting of the variable.

3. Attacking, Chasing and Retreating
Lastly, we need the AI Hero to farm, have intelligence to chase heroes and also intelligence when to retreat.
There are many kinds of attacking depending on genres, there is lanes, arenas, defense.
(Feature on defending base on AoS and Hero Defense Genre AI will be added soon).

  • [I]Attacking - Lanes Part One[/I]
    • Events
      • Time - Every 1 seconds of the game
    • Conditions
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set RandomLane[Array#] = (Random integer from 1 and 3)
      • Unit Group - Pick every unit in [Base Region] and do (If (Percentage Life of (Picked Unit) Greater than or Equal to 85) and ((Owner of (Picked Unit)) Equal to (Player[#])) then do (If RandomLane[Array#] Equal to 1) then do (Unit - Order (Picked Unit) to Attack - Move to (Center of [Mid Of Lane 1]) else do (If RandomLane[Array#] Equal to 2) then do (Unit - Order (Picked Unit) to Attack - Move to (Center of [Mid Of Lane 2]) else do (Unit - Order (Picked Unit) to Attack - Move to (Center of [Mid Of Lane 3])
      • If RandomLane[Array#] Equal to 1 then do Turn On (Charging - After Locking - Lanes[1] Part One) else do Do Nothing
      • If RandomLane[Array#] Equal to 1 then do Turn On (Attacking - After Casting Spells - Lanes[1] Part One)
      • If RandomLane[Array#] Equal to 3 then do Turn On (Charging - After Locking - Lanes[3] Part One) else do Do Nothing
      • If RandomLane[Array#] Equal to 3 then do Turn On (Attacking - After Casting Spells - Lanes[3] Part One)
We have to create a Integer Variable Lane Randomizer because using the "Chance" style will sometimes not work.
You can find out whats the use of the Turn On triggers after reading Attacking.

  • [I]Attacking - Lanes Part Two[/I]
    • Events
      • Unit - A unit enters Mid Of Lane1
      • Unit - A unit enters Mid Of Lane2
      • Unit - A unit enters Mid Of Lane3
    • Conditions
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set EnemyBase = (Center of (Enemy Base)
      • Unit Group - Pick every unit in (Units within 500 of Mid Of Lane1) and do (If ((Owner of (Picked Unit)) Equal to (Player[#]))) then do (Unit - Order (Picked Unit) to Attack - Move to (EnemyBase) else do Do Nothing
      • Unit Group - Pick every unit in (Units within 500 of Mid Of Lane2) and do (If ((Owner of (Picked Unit)) Equal to (Player[#]))) then do (Unit - Order (Picked Unit) to Attack - Move to (EnemyBase) else do Do Nothing
      • Unit Group - Pick every unit in (Units within 500 of Mid Of Lane3) and do (If ((Owner of (Picked Unit)) Equal to (Player[#]))) then do (Unit - Order (Picked Unit) to Attack - Move to (EnemyBase) else do Do Nothing
      • Trigger - Turn On (Charging - After Locking - Lanes Part Two)
      • Trigger - Turn On (Attacking - After Casting Spells - Lanes Part Two)
      • Trigger - Turn Off (Attacking - After Casting Spells - Lanes[1] Part One)
      • Trigger - Turn Off (Attacking - After Casting Spells - Lanes[3] Part One)
      • Trigger - Turn Off (Charging - After Locking - Lanes[1] Part One)
      • Trigger - Turn Off (Charging - After Locking - Lanes[3] Part One)
      • Custom script: call RemoveLocation(udg_EnemyBase)
An example of AoS Lane Attacking, this trigger has 3 lanes. Mid Of Lane is not a variable, it is a region.
Put this region in the Middle of each lane.

  • [I]Attacking - Arena[/I]
    • Events
      • Time - Every 1 seconds of the game
    • Conditions
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set RandomPointArena = (Random Point in (Arena Region))
      • Unit Group - Pick Every Unit in [Fountain Spot for Player[#]) and do (If (Percentage Life of (Picked Unit) Greater than or Equal to 85) and ((Owner of (Picked Unit) Equal to Player[#]) then do Unit - Order AIHero(Array#) to Attack-Move to Random Point of [RandomPointArena] else do Do Nothing
      • Custom script: call RemoveLocation(udg_RandomPointArena)
This is the most simplest Attacking Trigger for AI in Arena. I'm not sure if there are still many.

  • [I]Attacking - After Casting Spells - Lanes[1] Part One (Initially On)[/I]
    • Events
      • Unit - A unit Starts the Effect of an Ability
    • Conditions
      • (Owner of (Triggering Unit)) Equal to (Player[#](color))
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set MidLane[1] = (Center of (Mid Lane 1))
      • Unit - Order (Triggering Unit) to Attack Move to (Mid of Lane1)
      • Custom script: call RemoveLocation(udg_MidLane[1])
Lane1 = West; Lane2 = Middle; Lane3 = East

  • [I]Attacking - After Casting Spells - Lanes[3] Part One (Initially On)[/I]
    • Events
      • Unit - A unit Starts the Effect of an Ability
    • Conditions
      • (Owner of (Triggering Unit)) Equal to (Player[#](color))
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set MidLane[3] = (Center of (Mid of Lane3)
      • Unit - Order (Triggering Unit) to Attack Move to (Mid of Lane3)
      • Custom script: call RemoveLocation(udg_MidLane[3])
Lane1 = West; Lane2 = Middle; Lane3 = East

  • [I]Attacking - After Casting Spells - Lanes Part Two (Initially On)[/I]
    • Events
      • Unit - A unit Starts the Effect of an Ability
    • Conditions
      • (Owner of (Triggering Unit)) Equal to (Player[#](color))
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set EnemyBase = (Enemy Base Ragion)
      • Unit - Order (Triggering Unit) to Attack Move to (EnemyBase)
      • Custom script: call RemoveRect(udg_EnemyBase)
  • [I]Charging - Lock Target[/I]
    • Events
      • Time - Every 1 seconds of the game
    • Conditions
      • (Player [#](color) controller) Equal to Computer
    • Actions
      • Set VarUnitGroup = (Units within [distance] of (Position of (AIHero[Array#]) matching (((Matching Unit) is Alive) Equal to True) and ((Matching Unit) belongs to an enemy of (Owner of (AIHero[Array#])) Equal to True) and (((Matching Unit) is A Hero) Equal to True)
      • Unit - Pick every unit in VarUnitGroup then do (Actions) else do (Else Actions)
        • Loop - Actions
          • If (All Condition are true) then do (Actions) Else do (Else Actions)
            • If - Conditions
              • (Integer((Life of (Picked Unit)))) Less than or Equal to [desired life]
            • Then - Actions
              • Set Target[Array#] = (Picked Unit)
              • Unit - Order AIHero[Array#] to Attack Target[Array#]
              • Set VarUnitGroup = (Units in (Region(0.00, 0.00, 0.00, 0.00))
              • Custom script: call DestroyGroup(udg_VarUnitGroup[Array#])
              • Else - Actions
                • Set VarUnitGroup = (Units in (Region(0.00, 0.00, 0.00, 0.00))
                • Custom script: call DestroyGroup(udg_VarUnitGroup[Array#])
  • [I]Charging - After Locking - Arena[/I]
    • Events
      • Unit - A unit dies
    • Conditions
      • (Dying Unit) Equal to Target[Array#] or (Dying Unit) Equal to AIHero[Array#]
    • Actions
      • Set RandomPointArena = (Random Point of (Arena))
      • Unit - Order (AIHero[Array#]) to Attack Move to (Random Point of (Arena))
      • Custom script: call RemoveLocation(udg_RandomPointArena)
  • [I]Charging - After Locking - Lanes[1] Part One (Initially On)[/I]
    • Events
      • Unit - A unit dies
    • Conditions
      • (Dying Unit) Equal to Target[Array#] or (Dying Unit) Equal to AIHero[Array#]
    • Actions
      • Set MidLane[1] = (Center of (Mid Of Lane1))
      • Unit - Order (AIHero[Array#]) to Attack Move to MidLane[1]
      • Custom script: call RemoveLocation(udg_MidLane[1])
Lane1 = West; Lane2 = Middle; Lane3 = East;

  • [I]Charging - After Locking - Lanes[3] Part One (Initially On)[/I]
    • Events
      • Unit - A unit dies
    • Conditions
      • (Dying Unit) Equal to Target[Array#] or (Dying Unit) Equal to AIHero[Array#]
    • Actions
      • Set MidLane[3] = (Center of (Mid Of Lane3))
      • Unit - Order (AIHero[Array#]) to Attack Move to (MidLane[3])
      • Custom script: call RemoveLocation(udg_MidLane[3])
Lane1 = West; Lane2 = Middle; Lane3 = East;

  • [I]Charging - After Locking - Lanes Part Two (Initially On)[/I]
    • Events
      • Unit - A unit dies
    • Conditions
      • (Dying Unit) Equal to Target[Array#] or (Dying Unit) Equal to AIHero[Array#]
    • Actions
      • Set EnemyBase = (Center of (Enemy Base Region))
      • Unit - Order (AIHero[Array#]) to Attack Move to EnemyBase
      • Custom script: call RemoveLocation(udg_EnemyBase)

  • [I]Retreat[/I]
    • Events
      • Time - Every 1 seconds of the game
    • Conditions
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set VarUnitGroup = (Units in (Playable Map Area))
      • Unit Group - Pick Every Unit in (VarUnitGroup) and do (If (Life of (Picked Unit) Less than or Equal to 400) and ((Owner of (Picked Unit) Equal to Player[#]) then do Unit - Order AIHero(Array#) to Move to Center of [Fountain Point of Player[#]/Base] else do Do Nothing
      • Custom script: call DestroyGroup(udg_VarUnitGroup)
4. Item System
The only thing we need now is to make the Hero AI buy items.

  • [I]Going Near Shops[/I]
    • Events
      • Player - Player[#]'s Current Gold becomes Greater than or Equal to [..]
    • Conditions
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • Set ItemSpot = (Center of (Item Spot Region))
      • Unit - Order AIHero[Array#] to Move to ItemSpot
      • Custom script: call RemoveLocation(udg_ItemSpot)
The Item Spot Region must be near a shop but is not in the Base Region. Remember that the AI will attack if he enters the Base Region.

  • [I]Buying Items[/I]
    • Events
      • Unit - A unit enters [Item Spot Region]
    • Conditions
      • (Owner of (Entering Unit)) Equal to (Player[#](color)
      • (Player[#](color) controller) Equal to Computer
    • Actions
      • If (All Conditions are true) then do (Actions) else do (Else Actions)
        • If - Conditions
          • (Player[#](color)'s Current Gold) Greater than or Equal to [..]
        • Then - Actions
          • If (All Conditions are true) then do (Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any conditions are true
                • (Item type of (Item type carried by AIHero[Array#] in slot 1) Equal to (Item Type of No Item)
                • (Item type of (Item type carried by AIHero[Array#] in slot 2) Equal to (Item Type of No Item)
                • (Item type of (Item type carried by AIHero[Array#] in slot 3) Equal to (Item Type of No Item)
                • (Item type of (Item type carried by AIHero[Array#] in slot 4) Equal to (Item Type of No Item)
                • (Item type of (Item type carried by AIHero[Array#] in slot 5) Equal to (Item Type of No Item)
                • (Item type of (Item type carried by AIHero[Array#] in slot 6) Equal to (Item Type of No Item)
            • Then - Actions
              • Item - Create [item] at [anywhere]
              • Set AIItem[Array#] = (Last Created Item)
              • Hero - Give AIItem[Array#] to AIHero[Array#]
              • Player - Add -[..] Current Gold to Player[#](color)
              • Turn Off (this trigger)
              • Turn On (Advanced Items 1/Selling Items)
            • Else - Actions
              • Do Nothing
        • Else - Actions
          • Do Nothing
You can also use random integers to make the hero choose from random items.

  • [I]Selling Items (Initially On)[/I]
    • Actions
      • [B]Item - Remove AIItem[Array#] from the game[/B]
      • [B]Player - Add +[..] Current Gold to Player[#](color)[/B]
Add these actions to more Advanced items to replace older items for money

Thank you for reading this tutorial..
 
Last edited:
Level 32
Joined
Oct 23, 2006
Messages
5,291
  1. Please detach your signature from the tutorial.
  2. You will certainly have to address the leaks in the triggers: Some of our oler (and very basic) tutorials might contain leaks, however, new tutorials should be leak-free.
  3. Our best spell moderators will comment on the validity of the system itself.
  4. With your permission, I will edit the document to improve the spelling, grammar and format.
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
Custom Script: call Remove/Destroy|VariableType|(udg_Variable[Array])
You should probably change that, it may cause several GUI user brains to explode.

Set Point[Array#] = (Random Point of (Region))
Not much reason to use an array for antileak.

Usage of Abilities will only ever check the first unit, far as I can tell

Set VarUnitGroup[Array#]
Same with point

Also, I couldn't follow alot of that. Finally, you could always issue a sell order for selling items >< (not 100% sure this can be done in GUI, though)
 
Level 7
Joined
Jun 4, 2006
Messages
127
Not much reason to use an array for antileak.

Usage of Abilities will only ever check the first unit, far as I can tell

Oh, okay I'll fix it..

EDIT: Oh, I put arrays because in creating the Hero, some players have different hero creation points so the arrays makes sense, right?
Also the same as in UnitGroup array, every AI player needs an individual UnitGroup for retreating and blah...
I have a weird feeling on why I put Custom Scripts on those points that are going to be used again...
 
Level 32
Joined
Oct 23, 2006
Messages
5,291
DenZel94: I have edited this tutorial to bring its format somewhat closer to Hive norms.

[edit]

If you could (in the future) create a simple map including your techniques, it would be most helpful. Thanks.

~ Tutorial approved and moved to Trigger (GUI) Editor Tutorials.
 
Last edited:
Level 7
Joined
Jun 4, 2006
Messages
127
Thank you for the positive feedback you guys ^^..

Okay, I'll try to create a test map for this...

On second thought, nvm. I'll do it when many people requests for it. There are currently 2, Mod Himself and the newbie person man!

~

Yours Truly,

Thy FuKiN n0oB
 
Last edited:
Level 3
Joined
Oct 11, 2013
Messages
29
Hi there a few questions

1. you are using lane in your attack trigger, what if i dont have a lane? i just have 1 big map where the unit when created is set to attack to move to, a region when my Castle is..

1. should i still use lane?

2. And are you using a new variable in your guide?, for cheaking attacks, or have i complitly misunderstood something.

3. can i use the trigger inderpendetly or shall i make every trigger in order to get the AI seem intelligent... fx can i you only the attack trigger, or learn spells trigger...

3.5 what kind of array are you using to those triggers, and what Means # used in your script..

ty for helping me out.
 
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