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Wierd World Editor glitch...can anyone help?

05-14-2004, 01:05 AM#1
DestintheValian
I'm working on a tester map for our REFmod Total Conversion, but I've run into a bit of a snag: we have no use for the Undead blight, so I removed both the capability to create it and the requirement to build on it. I also changed the regeneration of all organic Undead units to "always", yet when I test the map the player's units have the changes, but the comp units do not. Undead comps STILL have blight and blight regen, and I suspect that if I tested against Comp Night Elves, I'd run into the same problem (I removed the "only heal at night" regen requirement). Can anyone explain why the Comp isn't playing by all the World Editor Changes? I know it's playing by some of them because it gets stuck when it comes time to build heroes (I removed them). Does it have something to do with the comp AI Scripts?
05-14-2004, 04:53 AM#2
slunk731
Shouldn't be hard to fix this in a very basic way, I don't think- can't you just fiddle with the AI stuff in the world editor, change out the units? Might want to make better AI in the future, but as a quick fix, it couldn't hurt to try.
05-14-2004, 05:24 PM#3
DestintheValian
Quote:
Originally Posted by slunk731
Shouldn't be hard to fix this in a very basic way, I don't think- can't you just fiddle with the AI stuff in the world editor, change out the units? Might want to make better AI in the future, but as a quick fix, it couldn't hurt to try.

Yeah, I knew that from our work with SC: that units obey the scripts imbedded with the system until you tell them otherwise. What I DON'T understand is why things like blight and unit regen are being ignored. Are you saying that just because the AI Scripts were designed around the blight being there, that the AI just creates blight to enable it to continue further down the script?

BTW, at the moment we're still using the Blizzard imbedded AI Scripts. Scripting is something we'll be more concerned with once the races themselves are in order and we have an interest in actually playing the comp. Right now I've just been looking for the reason why it is acting the way it is, so if it didn't have anything to do with the AI Scripting I could fix it now.
05-14-2004, 09:03 PM#4
slunk731
I think that what it actually is is that the AI is programmed to use the built-in unit types at the moment... exactly as they are in the base unit list, etc. Maybe I'm wrong, but it sounds like a good explanation.