Difference between revisions of "Artificial Intelligence (AI)"
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Latest revision as of 09:52, 2 May 2011
AIs (Artificial Intelligences) are used to make a unit act upon certain conditions.
For example: New worker is created + Resources is lower than 50 ore => Send worker to closest mineral field.
Trigger References
Basically, what you are searching for is the "Issue Order" action. Keep in mind you can change the Order "type" by clicking the parenthesis. This is very important because you can't find, for example, the Blink ability under the "Order With No Target" order-type.
http://omegacode.0sites.org/BBCode/BBCode3.php?ID=131
Idle => Blink Events Unit - Any Unit Becomes idle Local Variables Conditions Or Conditions (Status of player (Triggering player)) == Unused (Status of player (Triggering player)) == Left The Game Actions General - Wait 1.4 Game Time seconds Unit - Order (Triggering unit) to (Stalker - Blink targeting (Random point in (Entire map))) (After Existing Orders)
The conditions set in this trigger are to prevent the AI to be applied to players currently playing. Any players leaving will see their unit gotten in charge by the AI trigger.
Please take note that a unit becomes idle only when one of his issue is done. Thus, units that were pre-placed or just created will not be considered as idle since they haven't had any actions ordered to them yet.
http://vgshorts.com/BBCode/BBCode3.php?ID=132
Sneak (Effect - Instant, custom ability) for player 2 Events Unit - Any Unit Enters a distance of 8.0 from Stalker [17.00, 20.00] Local Variables Conditions (Unit type of (Triggering unit)) == Stalker Or Conditions (Status of player 2) == Unused (Status of player 2) == Left The Game Actions Unit - Order Stalker [17.00, 20.00] to (Stalker - Sneak) (Replace Existing Orders)