(V)aster)V(ind
Member!
- Joined
- Jun 25, 2003
- Messages
- 564
- Reaction score
- 0
- Location
- permantly fused to the PS2
- Website
- www.idealplayers.com
by KckKryptonite
Comments, suggestions, and corrections (webmaster@trickznstuff.net)
http:///www.trickznstuff.net
=================================
AI SCRIPT DEFINITIONS for StarEdit
=================================
-------------------------
Run AI Script Definitions
-------------------------
Send All Units on Strategic Suicide Missions:
Well... sends the controller's units on suicide missions, I guess
----Â¥
Send All Units on Random Suicide Missions:
Can't really tell the difference between this one and the above, as I haven't used it much. Probably does just what it's names state.
----Â¥
Switch Computer Player to Rescue Passive:
Turns the computer into a rescuable computer and all it's units
become rescuable (correct me if I'm wrong).
----Â¥
Turn ON Shared Vision for Player #:
Makes Player # share vision with the Player(s) selected in the
"PLAYERS" tab in the Trigger Properties window.
----Â¥
Turn OFF Shared Vision for Player #:
Makes Player # turn off shared vision with the Player(s) selected
in the "PLAYERS" tab in the Trigger Properties window. You can also
turn off your own vision.
----Â¥
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Run AI Script At Location Definitions
------------------------------------
Build Nuke at Location:
It'll build a nuke, if there is a Terran Nuclear Silo, at the
location specified. I had some problems with this not working,
but they were resolved by making this trigger seperate from
any others and the only action within the trigger.
----Â¥
Race Custom Level/Race Expansion Custom Level:
Not to sure about these...
----Â¥
Race Campaign Level (easy/medium/...):
These will make computer's in a UMS map play like a computer in
Melee and they'll build/attack/defend, with a difficulty of
what you set. I usually put the location on the main building
if they've got one.
----Â¥
Expansion Race Campaign Level:
Same as above, except for Brood Wars.
----Â¥
Set Player to Enemy:
Sets all controller players with units in the location specified
to "Enemy".
----Â¥
Set Player to Ally:
Sets all controller players with units in the location specified
to "Ally".
----Â¥
Value This Area Higher:
Values the location area very highly and will try to protect it
by all means.
----Â¥
Enter Closest Bunker:
Issues order to all able units at the location, to enter the
closest bunker.
----Â¥
Enter Transport:
Same as above, except for a transport ship.
----Â¥
Exit Transport:
All units will exit the transport(s) @ the location.
----Â¥
Target Nuke at Location:
Basically tells the computer to press the "Target Nuke" button
and targets the center of the location. If the location is to far
or there is no nuke, it won't work.
----Â¥
Harass Location:
Somewhat the same as "Value This Area Higher", but not as direct.
----Â¥
Set Player to Enemy:
Sets all controller players with units in the location specified
to "'Enemy".
----Â¥
Set Junk Yard Dog (Roam Around):
Makes any units @ the location roam around.
----Â¥
Cast Spell at Location:
Orders any units able to (and controlled by whoever this script
is issued to), to cast the spell @ the location.
----Â¥
Comments, suggestions, and corrections (webmaster@trickznstuff.net)
http:///www.trickznstuff.net
=================================
AI SCRIPT DEFINITIONS for StarEdit
=================================
-------------------------
Run AI Script Definitions
-------------------------
Send All Units on Strategic Suicide Missions:
Well... sends the controller's units on suicide missions, I guess
----Â¥
Send All Units on Random Suicide Missions:
Can't really tell the difference between this one and the above, as I haven't used it much. Probably does just what it's names state.
----Â¥
Switch Computer Player to Rescue Passive:
Turns the computer into a rescuable computer and all it's units
become rescuable (correct me if I'm wrong).
----Â¥
Turn ON Shared Vision for Player #:
Makes Player # share vision with the Player(s) selected in the
"PLAYERS" tab in the Trigger Properties window.
----Â¥
Turn OFF Shared Vision for Player #:
Makes Player # turn off shared vision with the Player(s) selected
in the "PLAYERS" tab in the Trigger Properties window. You can also
turn off your own vision.
----Â¥
------------------------------------
Run AI Script At Location Definitions
------------------------------------
Build Nuke at Location:
It'll build a nuke, if there is a Terran Nuclear Silo, at the
location specified. I had some problems with this not working,
but they were resolved by making this trigger seperate from
any others and the only action within the trigger.
----Â¥
Race Custom Level/Race Expansion Custom Level:
Not to sure about these...
----Â¥
Race Campaign Level (easy/medium/...):
These will make computer's in a UMS map play like a computer in
Melee and they'll build/attack/defend, with a difficulty of
what you set. I usually put the location on the main building
if they've got one.
----Â¥
Expansion Race Campaign Level:
Same as above, except for Brood Wars.
----Â¥
Set Player to Enemy:
Sets all controller players with units in the location specified
to "Enemy".
----Â¥
Set Player to Ally:
Sets all controller players with units in the location specified
to "Ally".
----Â¥
Value This Area Higher:
Values the location area very highly and will try to protect it
by all means.
----Â¥
Enter Closest Bunker:
Issues order to all able units at the location, to enter the
closest bunker.
----Â¥
Enter Transport:
Same as above, except for a transport ship.
----Â¥
Exit Transport:
All units will exit the transport(s) @ the location.
----Â¥
Target Nuke at Location:
Basically tells the computer to press the "Target Nuke" button
and targets the center of the location. If the location is to far
or there is no nuke, it won't work.
----Â¥
Harass Location:
Somewhat the same as "Value This Area Higher", but not as direct.
----Â¥
Set Player to Enemy:
Sets all controller players with units in the location specified
to "'Enemy".
----Â¥
Set Junk Yard Dog (Roam Around):
Makes any units @ the location roam around.
----Â¥
Cast Spell at Location:
Orders any units able to (and controlled by whoever this script
is issued to), to cast the spell @ the location.
----Â¥