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Trigger Based Common.ai

01-07-2004, 05:40 PM#1
JTG
Would a Moderator please delete this thread?
01-07-2004, 06:01 PM#2
jmoritz
Stop begging for attention and rather show us what you are working, or at least explain a little better.
01-07-2004, 06:11 PM#3
JTG
Begging for attention my a$$.
Each individual trigger, variable, etc. place in triggers in the Trigger Editor, in order to create an AI system that works, (all that's left is some clean-up and to fix the upgrade system, everything else works just fine.)
I'll put up the map with this post in it's current version. W/o the fixes mentioned above. Take a look to see if it might benefit you or maybe a better way to do certain triggers.
01-07-2004, 06:29 PM#4
AIAndy
I could not open it in WE (it crashed when I tried) but I had a look at the map script.
While that looks like a huge amount of work, I am not sure what you are attempting with it. What is the use of rebuilding the entire AI system in trigger?
01-07-2004, 06:32 PM#5
JTG
You have to use USMWE 4.0

When you Open the File You'll see the inits, followed by the common.ai files, and then at the bottom is Race specfic Ai data. You can plug in the race units and attack strategies however you like. (it currently has the basic Orc.ai in there) I have (in other maps) 6 New Races that I need an AI for and this would allow me to implement it without trying to run an AI script (which has always failed me)
01-07-2004, 08:04 PM#6
PitzerMike
Quote:
Originally posted by JTG
... AI for and this would allow me to implement it without trying to run an AI script (which has always failed me)


which is because you don't use the syntax checker I suppose
01-29-2004, 05:27 PM#7
JTG
Yes, I do. But the Syntax Checker (JASS Demo) doesn't tell you if what you want it to do will work or not, just if you don't have any typos.