Warcraft III resources & community, 2003–2006 · archived

AI for TD

10 posts
#1

AI for TD

I am attempting to edit the AI for my TD map, so that when heroes run through a set path and when they are constantly bombarded, they wont run back to their "base". I have tried a few things but to no avail. I tried editing the game play constants, which helped, but it wasn't enough to get them allthe way through. Then I tried using AI commands like "ignore unit guard position". Still didn't work. Then I looked at the AI editor and found some interesting check boxes on the left hand side that I think may fix my problem, but I can't figure out how to implement it into my map, any help will be greatly appreciated!
#2
by the way, I am using "neutral" player slots for my units because i have 12 player slots. Basicaly my goal is to have 12 players, and also have waves of creeps and heroes that the players can't control.
#3
In Towerdefense's pathing you don't has actual AI (unless i am misinformed that one does) but you use a series of triggers that activate when they enter certain regions that orders then to another one and so on for more info go to maps.worldofwar.netp and in the Tutorials section they go in detail about how to make a TD and pathing

Heres a basic td pathing code

Event - Unit enters Region X
Conditon - Owner of Entering Unit = Neutral Hostile
Action - Order Entering Unit to Region Z


X is the spawning region and Z is the next region of pathing[/url]
#4
oh yes, that is what I do have. But when I make orders to move the unit. The AI disrupts that order, and orders the unit to "reteat" back to the last designated gaurdspot (this is what I think at least) and I have not been able to fix the problem. Once the unit is ordered a certain distance, or is attacked alot, it ignores the move commands i gave it and juts runs home.
#5
The Neutral Hostile player has a special build-in AI
that can't be disabled, as far as I know.
So you have to rethink your map :(
#6
yeah, thats what I was affraid of. I am just gunna have to use a player slot or something like that, how unfortunate, because then the teams will be all whack. hmmm I may have to do a whole make over. Unless, I can figure out a way to remove control from a player's unit without changing ownership.
#7
I think this is what you need to do

AI - Ignore the guard positions of all Neutral Hostile units
#8
I thought i tried that, should I just run that action at map initialization? I don't think that worked. Also, there are some heroes involvd, that action specificaly says that it has no effect on heroes. =/
#9
Maybe you should look at Nature's Call: Circle Defense. It has 12 players and creeps are owned by Neutral Hostile.
#10
yeah, I will take a look at it, but does thta map use heroes in the pathing? that is key.