Fusion General Information (Updated: May 11)

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Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Fusion General Information (Updated: May 11)

Postby Heinermann » Fri May 11, 2007 9:21 pm

  1. Modding Portion
    1. Modified Units
    2. Modified Weapons
    3. Modification Concepts
  2. Triggering Portion
    1. Tactics
    2. Grid
  3. AIScript portion
    1. Unit Definitions file


1. Modding Portion

1. Modified Units
ID: 10
Old Name: Gui Montag (Firebat)
New Name: gridunit
Function: To play its role as an invisible non-interactive unit that is 64x64 pixels in size, to work as the grid.
Concept Status: Absolute.
Usage: UMS Grid only

ID: 15
Old Name: Civilian
New Name: unit_created
Function: Communication between Script and Triggers for grid scanning speed calculation.
Concept Status: Still thinking.
Usage: UMS Grid and AIScript

ID: 16
Old Name: Sarah Kerrigan (Ghost)
New Name: cast_common_spell_air
Function: An invisible unit that provokes all computer air units within range to cast their default spells on nearby enemy units. Specifically to cast Irradiate, Emp Shockwave, and Cloaking Field.
Concept Status: Absolute.
Usage: UMS Grid only

ID: 19
Old Name: Jim Raynor (Vulture)
New Name: cast_scanner
Function: An invisible cloaked unit that provokes the computer to specifically cast scanner sweep in any region of the map.
Concept Status: Absolute.
Usage: UMS Grid only.

ID: 20
Old Name: Jim Raynor (Marine)
New Name: cast_common_spell_ground
Function: An invisible unit that provokes all computer ground units in the area to cast their default spells. Specifically to cast Storm, Lockdown, and Plague.
Concept Status: Absolute.
Usage: UMS Grid only.

ID: 21
Old Name: Tom Kazansky (Wraith)
New Name: grid_takeover
Function: To tell the script to stop organizing its units and to ignore all unit losses, etc. So that the grid can do proper micro.
Concept Status: Still thinking.
Usage: UMS Grid and AIScript.

ID: 22
Old Name: Magellan (Science Vessel)
New Name: entrance_blocked
Function:
Concept Status:
Usage:

ID: 27
Old Name: Arcturus Mengsk (Battlecruiser)
New Name: common_air_harass
Function:
Concept Status:
Usage:

ID: 28
Old Name: Hyperion (Battlecruiser)
New Name: worker_harass
Function:
Concept Status:
Usage:

ID: 29
Old Name: Norad II (Battlecruiser)
New Name: geyser_confirm
Function:
Concept Status:
Usage:

ID: 48
Old Name: Torrasque (Ultralisk)
New Name: center_location
Function:
Concept Status:
Usage:

ID: 49
Old Name: Matriarch (Queen)
New Name: do_defend
Function:
Concept Status:
Usage:

ID: 51
Old Name: Infested Kerrigan
New Name: common_expansions
Function:
Concept Status:
Usage:

ID: 52
Old Name: Unclean One (Defiler)
New Name: do_attack
Function:
Concept Status:
Usage:

ID: 53
Old Name: Hunter Killer (Hydralisk)
New Name: grid_giveback
Function:
Concept Status:
Usage:

ID: 54
Old Name: Devouring One (Zergling)
New Name: entrance_test
Function:
Concept Status:
Usage:

ID: 55
Old Name: Kukulza (Mutalisk)
New Name: detector_micro
Function:
Concept Status:
Usage:

ID: 56
Old Name: Kukulza (Guardian)
New Name: supply_holder_z
Function:
Concept Status:
Usage:

ID: 57
Old Name: Yggdrasil (Overlord)
New Name: supply_giver_z
Function:
Concept Status:
Usage:

ID: 74
Old Name: Dark Templar (Hero)
New Name: do_defend_rush
Function:
Concept Status:
Usage:

ID: 75
Old Name: Zeratul (Dark Templar)
New Name: enemy_expansions_1
Function:
Concept Status:
Usage:

ID: 76
Old Name: Tassadar/Zeratul (Archon)
New Name: enemy_expansions_2
Function:
Concept Status:
Usage:

ID: 77
Old Name: Fenix (Zealot)
New Name: enemy_expansions_3
Function:
Concept Status:
Usage:

ID: 78
Old Name: Fenix (Dragoon)
New Name: enemy_expansions_4
Function:
Concept Status:
Usage:

ID: 79
Old Name: Tassadar (Templar)
New Name: enemy_expansions_5
Function:
Concept Status:
Usage:

ID: 80
Old Name: Mojo (Scout)
New Name: expansions_1
Function:
Concept Status:
Usage:

ID: 81
Old Name: Warbringer (Reaver)
New Name: expansions_2
Function:
Concept Status:
Usage:

ID: 82
Old Name: Gantrithor (Carrier)
New Name: expansions_3
Function:
Concept Status:
Usage:

ID: 87
Old Name: Aldaris (Templar)
New Name: expansions_4
Function:
Concept Status:
Usage:

ID: 88
Old Name: Artanis (Scout)
New Name: expansions_5
Function:
Concept Status:
Usage:


2. Modified Weapons

ID: 1
Old Name: Gause Rifle (Raynor)
New Name: cast_common_spell_ground
Function: Invisible non-damaging ground splash attack.

ID: 3
Old Name: C10 Concussion Rifle (Kerrigan)
New Name: cast_common_spell_air
Function: Invisible non-damaging air splash attack.

ID: 5
Old Name: Fragmentation Grenade (Raynor)
New Name: cast_scanner
Function: Invisible non-damaging max range attack.


3. Modification Concepts

blah blah


2. Triggering Portion

1. Tactics

Name: Worker Explore
AI Unit(s): 1 SCV/Probe/Drone
Opposing Unit(s): None.
Function(s): To "explore" the map and seem like more of a human player.
Controller: Alternate Computer

Name: Worker Harass
AI Unit(s): 1 SCV/Probe/Drone
Opposing Unit(s): Many SCVs/Probes/Drones, buildings, and possibly military units.
Function(s): To harass the human player as much as it possibly can with one worker unit, including running around in circles, building over their geyser, and mining a chunk of minerals.
Controller: Alternate Computer

Name: Target Detector
AI Unit(s): Any.
Opposing Unit(s): Observer/Overlord/Science Vessel
Function(s): Prioritise detector units that are in close range of military units.
Controller: Normal Computer

Name: Anti-Target Detector
AI Unit(s): Observer/Overlord/Science Vessel
Opposing Unit(s): Any.
Function(s): Keep detectors out of range of enemy military.
Controller: Normal Computer

Name: Keep Safe
AI Unit(s): Support Units
Opposing Unit(s): Any
Function(s): Retreat if endangered and order military to guard units.
Controller: Normal Computer

Name: Mutalisk Harass
AI Unit(s): Mutalisks
Opposing Unit(s): Any.
Function(s): Take several mutalisks out to harass the player. Stay away from turrets and other units if overpowered. Run if chased, dodge storms, spread if irradiated.
Controller: Alternate Computer.

Name: Reaver Harass
AI Unit(s): 1-2 Reaver and 1 Shuttle
Opposing Unit(s): Any.
Function(s): Drop reaver within firing range, but out of their range. Instantly pick up when scarab has been fired.
Controller: Alternate Computer

Name:
AI Unit(s):
Opposing Unit(s):
Function(s):
Controller:


2. Grid

blah blah


3. AIScript Portion

1. Unit Definitions File
        CODE; UNITDEF.INI file (Unit Definition)
        ; Made by Gold Dragon
        ; Used by ScAIEdit III
        ;
        ; Add, modify or delete entries so it can fit your needs. Never modify the original file, but
        ; make copies, then modify them and put them on your AI scripts directory.
        ;
        ; Remember all users of your modified AI scripts will need your modified unit definition file too.
        ;
        ; -- AIFusion and Advanced additions --
        ; Modified by Heinermann

        [military]
        ; Terran units
        000=marine
        001=ghost
        002=vulture
        003=goliath
        005=siege_tank
        008=wraith
        009=science_vessel
        011=dropship
        012=battlecruiser
        014=nuclear_missile
        032=firebat
        034=medic
        058=valkyrie

        ; Zerg units
        037=zergling
        038=hydralisk
        039=ultralisk
        043=mutalisk
        044=guardian
        045=queen
        046=defiler
        047=scourge
        050=infested_terran
        062=devourer
        103=lurker

        ; Protoss units
        060=corsair
        061=dark_templar
        063=dark_archon
        065=zealot
        066=dragoon
        067=high_templar
        068=archon
        069=shuttle
        070=scout
        071=arbiter
        072=carrier
        083=reaver
        084=observer

        ; UMS Grid
        010=gridunit
        016=cast_common_spell_air
        019=cast_scanner
        020=cast_common_spell_ground
        048=center_location
        054=entrance_test

        ; AI Fusion
        015=unit_created
        021=grid_takeover
        022=entrance_blocked
        027=common_air_harass
        028=worker_harass
        029=geyser_confirm
        049=do_defend
        051=common_expansion
        052=do_attack
        053=grid_giveback

        ; Etc units
        013=spider_mine
        033=scanner_sweep
        035=larva
        036=egg
        040=broodling
        059=cocoon
        073=interceptor
        085=scarab
        089=rhynadon
        090=bengalaas
        093=scantid
        094=kakaru
        095=ragnasaur
        096=ursadon
        097=lurker_egg
        101=map_revealer
        105=disruption_web
        202=dark_swarm


        [building]
        ; Terran buildings
        007=scv
        106=command_center
        107=comsat_station
        108=nuclear_silo
        109=supply_depot
        110=refinery
        111=barracks
        112=academy
        113=factory
        114=starport
        115=control_tower
        116=science_facility
        117=covert_ops
        118=physics_lab
        120=machine_shop
        122=engineering_bay
        123=armory
        124=missile_turret
        125=bunker

        ; Zerg buildings
        041=drone
        042=overlord
        130=infested_command_center
        131=hatchery
        132=lair
        133=hive
        134=nydus_canal
        135=hydralisk_den
        136=defiler_mound
        137=greater_spire
        138=queen_nest
        139=evolution_chamber
        140=ultralisk_cavern
        141=spire
        142=spawning_pool
        143=creep_colony
        144=spore_colony
        146=sunken_colony
        149=extractor

        ; Protoss buildings
        064=probe
        154=nexus
        155=robotics_facility
        156=pylon
        157=assimilator
        159=observatory
        160=gateway
        162=photon_cannon
        163=citadel_of_adun
        164=cybernetics_core
        165=templar_archives
        166=forge
        167=stargate
        169=fleet_beacon
        170=arbiter_tribunal
        171=robotics_support_bay
        172=shield_battery

        ; Etc buildings
        013=spider_mine
        033=scanner_sweep
        035=larva
        036=egg
        040=broodling
        059=cocoon
        073=interceptor
        085=scarab
        089=rhynadon
        090=bengalaas
        093=scantid
        094=kakaru
        095=ragnasaur
        096=ursadon
        097=lurker_egg
        101=map_revealer
        105=disruption_web
        176=mineral_field_1
        177=mineral_field_2
        178=mineral_field_3
        188=vespene_geyser
        202=dark_swarm


        [upgrade]
        ; Terran upgrades
        000=t_infantry_armor
        001=t_vehicle_plating
        002=t_ship_plating
        007=t_infantry_weapon
        008=t_vehicle_weapon
        009=t_ship_weapon
        016=marine_range
        017=vulture_speed
        019=science_vessel_mana
        020=ghost_sight
        021=ghost_mana
        022=wraith_mana
        023=battlecruiser_mana
        051=medic_mana
        054=goliath_range

        ; Zerg upgrades
        003=z_carapace
        004=z_flyer_carapace
        010=z_melee_attack
        011=z_missile_attack
        012=z_flyer_attack
        024=overlord_capacity
        025=overlord_sight
        026=overlord_speed
        027=zergling_speed
        028=zergling_attack
        029=hydralisk_speed
        030=hydralisk_range
        031=queen_mana
        032=defiler_mana
        052=ultralisk_armor
        053=ultralisk_speed

        ; Protoss upgrades
        005=p_armor
        006=p_plating
        013=p_ground_weapon
        014=p_air_weapon
        015=p_plasma_shield
        033=dragoon_range
        034=zealot_speed
        035=scarab_damage
        036=reaver_capacity
        037=shuttle_speed
        038=observer_sight
        039=observer_speed
        040=templar_mana
        041=scout_sight
        042=scout_speed
        043=carrier_capacity
        044=arbiter_mana
        047=corsair_mana
        049=dark_archon_mana

        ; Etc
        060=unused_60


        [tech]
        ; Terran tech
        000=stim_packs
        001=lockdown
        002=emp_shockwave
        003=spider_mines
        005=siege_mode
        006=defensive_matrix
        007=irradiate
        008=yamato_gun
        009=cloaking_field
        010=personnel_cloaking
        024=restoration
        030=optical_flare

        ; Zerg tech
        011=burrowing
        012=infestation
        013=spawn_broodling
        014=dark_swarm
        015=plague
        016=consume
        017=ensnare
        018=parasite
        032=lurker_aspect

        ; Protoss tech
        019=psionic_storm
        020=hallucination
        021=recall
        022=statis_field
        025=disruption_web
        027=mind_control
        029=feedback
        031=maelstrom
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Fri May 11, 2007 10:58 pm

The idea with the custom units in SCAIEdit III, is that it will use its own "create_unit" function, and this is how we can communicate with the triggers. Similarly, the triggers can communicate back by creating a custom unit as an enemy, and we can use the "enemyowns_jump" function to read what the triggers want the script to do. With this communication, we can make better macro and micro.

I need to pick units for supply giver/taker p and t, throw in more tactics, do the concepts, and explain the grid.
Ahzz
Posts: 131
Joined: Wed Apr 25, 2007 6:03 am

Postby Ahzz » Fri May 11, 2007 11:29 pm

we only use create unit to create heroes that each inform each other about happenings. Let's think of this: The triggers realize that micro is now needed, so it'll take some units from the AI. Now if it'd just TAKE THEM, it could really screw up the AI since its non free money. So it informs, and AI can respond and instead of training 20 zealots, it'll train 9 zealots, even though it had "train 15 zealot" just before.
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Fri May 11, 2007 11:30 pm

No no, create unit works like the trigger. It's in the SCAIEdit III help, and used in one of the blizzard nuke scripts.
Laser_Dude
Posts: 34
Joined: Thu May 03, 2007 1:33 am

Postby Laser_Dude » Fri May 11, 2007 11:33 pm

Also, how are you getting triggers to create units, on any map? I've been playing with .gots for a LONG time, and haven't found any way to use a location based trigger.
Ahzz
Posts: 131
Joined: Wed Apr 25, 2007 6:03 am

Postby Ahzz » Sat May 12, 2007 12:38 am

condition:
x
Actions:
create unit z at location y

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Laser_Dude
Posts: 34
Joined: Thu May 03, 2007 1:33 am

Postby Laser_Dude » Sat May 12, 2007 12:56 am

I thought you said you were getting it to work with any map.
Ahzz
Posts: 131
Joined: Wed Apr 25, 2007 6:03 am

Postby Ahzz » Sat May 12, 2007 1:08 am

yes, it will.
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Sat May 12, 2007 1:39 am

.got files will have to stay out unless someone gets us something that imports raw locations, or unless .got files can do this already.
We'll have a program that implements the AI's locations and triggers into any map.

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