Warcraft III resources & community, 2003–2006 · archived

Adding basic but effective AI to footman wars maps

26 posts
#16
But that is noob programming and every programmer know that ... :evil:
#17
I'd like to see your AI coding for the footmen map.
To me, a simple attack move just won't cut it for the map I'm making.
Thus, I'd like to see yours.
I have never touched the AI editor, so yeah. Just seeing how advanced things are done would be nice.
#18
But that is noob programming and every programmer know that ...


Well, appearently NOT considering how many foorman wars maps dont have AI in them. All you've done since you came to this topic is insult my work without providing anything better. That defines noob.

Now get down off your high horse and a write a better tutorial that everyone can understand.

*taps foot*
-VGsatomi
#19

Okay I will do that!!

Okay if you want I write a toturial about giving a
footman map a good AI.

But I don'T know if ANDYBODY would understand it....
#20
PsYcoTiCluNaTiCI'd like to see your AI coding for the footmen map.
To me, a simple attack move just won't cut it for the map I'm making.
Thus, I'd like to see yours.
I have never touched the AI editor, so yeah. Just seeing how advanced things are done would be nice.


Do you mean MY Ai or the AI from VGsatomi?
#21

Re: Okay I will do that!!

dhk_undead_lordOkay if you want I write a toturial about giving a
footman map a good AI.

But I don'T know if ANDYBODY would understand it....


Hmmm, looks like I'll need to quote VG on this one

VGGet down off your high horse


You won't know if anyone can't understand it unless you write it. So get around to it

What do you think this is, a community where everyone keeps their own things for themselves? Someone's never heard of learning from others
#22
But I don'T know if ANDYBODY would understand it....


Exactly.

Hence why I made this. Its easy for anyone who is only familiar with GUI. Although its nowhrre near as sophisticated, its the bare essentiuals needed to eliminate the whole "must have full house of human players only" nonesense, and does not require someone to learn a whole new programing language (jass), which most mappers do not know. So again, I invite you to write a tutorial for a better AI as long as anyone can understand it. If it starts off with "Step 1: learn jass", then I'm just going to ingnore it.
-VGsatomi
#23
dhk, it's "noob programming" because it's meant for noob programmers >_> VG said it's the easiest thing to do because s/he didn't specify how in-depth it had to be. first, if it doesn't have to be top-notch-overly-complex-unreadable-to-the-average-joe then it's probably going to be VERY simple to pros. second, I don't understand jass and doubt that 2 "C"s in high-school level java programming would help much, whether I know I catch on fast or not. third, the large majority map makers are NOT programmers, good map makers included, although they may learn how to do a few things here or there with very simple jass. this "noob programming" is so that anybody wanting to add AI to a footies game or create/modify their own with AI can do it easily and simply without requiring a large human in-game presence.

i would ask other people to form a fight ring around dhk and vg but that would probably be impossible >_> and i think one of them would find a way to virtually slap my account on wc3sear.ch >_>
#24
Yeah okay....

But the AI could be a little better.

Perhaps you create an +go back trigger+

Every 1 second
/
Pick every unit in playable map area and do then do ( multiplicate actions )

if owner of picked unit player controller equal to computer
Live of picked unit smaller than maximum of live of picked unit / 4
then order unit go to move to fourtain of live

or something like this :wink:
#25
extremly useful. thanks
#26
NO problem...

Thats a part of a trigger of my map.

But PLEASE read this:

You have to decrase lagging with a custom script and you have to make another trigger.

Trigger 1.

Every 1 second
/
Pick every units in playable map area and do
if owner of picked unit controller equal to computer
Picked units live smaller or equal to maxímum of lives of picked unit / 4
then do:
Order picked unit to move to fourtain of live

Trigger 1.
Pick every unit in Range of Fourtain of live and do
if owner of picked unit controller equal to computer
Picked units live smaller or equal to maxímum of lives of picked unit / 4
then do:
Order picked unit to move to position of random units in playable map area matching owner of matching unit is an enemy of owner of picked unit an matching unit is a building equal to true

That was JUST the BEGINNING of my AI..^^ :wink: