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Scenario Design and Discussion
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Age of Kings Heaven » Forums » Scenario Design and Discussion » AI Scripts in triggers
Topic Subject:AI Scripts in triggers
posted 04-24-06 12:57 PM CT (US)         
Is there anyone who knows where I can find a list of the AI script things and how they work? I would be very grateful for any response.

Don't worry about the eye candy...I've seen worse, I just have to look at my own.
posted 04-24-06 01:30 PM CT (US)     1 / 11       
This will help you through the simple parts of the AI:

I dont know yet where to get a better guide. As im a starter to scripting too

I almost forgot.. Your CSPB document on your CD-disk has some useful information that you should read

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[This message has been edited by WizardBoy (edited 04-24-2006 @ 01:31 PM).]

Cesar Bernardi
posted 04-24-06 03:05 PM CT (US)     2 / 11       
You can get information from
It has the best tutorials as well.
Doktor Mabuse
posted 04-25-06 05:17 PM CT (US)     3 / 11       

the tutotrials are of course of limited use

additionally many of the old articles (including mine) are partially outdated and can be updated or extended - as they barely scratch the surface

and there are of course also many, many things that were never written in articles and other things


and this board strongly support single player, and no1 opponent in single player is AI

it would be much more easier to overlook and organize if aiscripting get a separate forum -

at least i can only think of something like this if there is a seperate Forum


of course still there are many things available at aiscripters, like scripts, tool and such -

for a beginning i would support something like that with a basic starter pack (including CPSB, UNITID_list, AIREF),

and MAY write articles that may give an inspiration to every scripter of EVERY expeirience-level

covering buildup, ai-focused-strategy (the game stays the same, but ai need surely a bit different "approach"), ai-focused-tactic, economy and many, many other things litterally cry for articles

ai scripting made a lot of progress also in 2006, and a whole new field opens atm - additonally like mentioned, there are tons of unwritten information and expierience -

good information is helpful if you want to write a competitive ai

of course this is also a lot of work i could also spend in scripting - so no guarantee that something like this WILL happen


or maybe better said:

I wonder why there is no separate AI-Forum, could be nice
and the pool of info could be much higher here at aokh about that topic

this is btw no request for a moderator job IF something like this would happen, i don`t like to do that anyway :P
(i just mention it, in case someone think about this)

but i would support something like that
(now since there are some problems at aiscripters, i could spend more attention in something like that )

so basically i just wanted to hear soem opinions about that

Cesar Bernardi
posted 04-25-06 06:58 PM CT (US)     4 / 11       


if aiscripting get a separate forum

That would be great.

Doktor Mabuse
posted 04-26-06 01:25 PM CT (US)     5 / 11       
That would be really great -

of course its clear that i am a very lazy person, but i could IMAGINE to write some articles then

.. though i wouldn`t rely on it of course - if something like this happens, i have no contract with anybody -
(just mention it for no special reason)

[This message has been edited by Doktor Mabuse (edited 04-26-2006 @ 01:27 PM).]

Doktor Mabuse
posted 04-26-06 01:28 PM CT (US)     6 / 11       
.. so if something like this is established there should be demand for it in the community
posted 05-03-06 12:26 PM CT (US)     7 / 11       
What I really mean is if you go into the AoE trigger condition list, you get something that says "AI Script goals." What do they do? Where can I find out?

Don't worry about the eye candy...I've seen worse, I just have to look at my own.
Doktor Mabuse
posted 05-05-06 11:42 AM CT (US)     8 / 11       
They do NOTHING by default.

There is an effect that sends a signal (with a ceratin ID (1-255 or seomthing) to the AI -

and there is a condition that detects a signal with a certain ID (1-255) sent BY the AI

in the second case you need an AI that sends the signal - there is no default use - one could write an AI that send a certain signal to the MAP-Editor if the AI-Player has accumulated Resources of a certain Type - or if an AI player has reached a certain Military Pop - if an AI detect a certain players set the stance to enemy toward it - or whatever ...

... the Map Editor can then acknowledge this and enable certain effects, activate a set of rules etc etc ..

the MAP can also send signals to the AI (first case), for example if a certain player has Units in a certain Area, the MAP-Editor could send a signal to the AI, which then enable an attack for example -

these signals are unused slots, that have the purpose to make the SCN-EDITOR be able to communicate with the AI and vice versa

Doktor Mabuse
posted 05-05-06 11:47 AM CT (US)     9 / 11       

signals sent by the MAP-EDITOR can be acknowledged (and used again) while signals sent by the AI cannot be acknowledged (acnowledge = reset to "non activated") by MAP-EDITOR (and are therefore one-way only)

signals range from 0 to 255

Cesar Bernardi
posted 05-05-06 01:39 PM CT (US)     10 / 11       
@ Mabuse:

I have talked to Ana (check posts 4, 5 and 6), and she said it'd be interesting if someone organized an AI FAQ.

However, even though I have enough AI skills to create an AI of my own to a map of mine, that is as far as I can go. I'm no expert.

Are you interested in helping me out (and/or launching the thread yourself)? I'm not even half as good as you are in scripting.

Doktor Mabuse
posted 05-06-06 07:23 AM CT (US)     11 / 11       
yes, i am interested in helping you.

I am probably good in answering question, to think of questions is another story

but i will also try to put some basic things together for myself, probably some buildUp Tips for AI scripts for RandomMap for example

[This message has been edited by Doktor Mabuse (edited 05-06-2006 @ 07:24 AM).]

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