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yup, patch 9 breaks AI. Which is a shame, because now we can launch custom maps. I've already done a clone of Garden Of Aiur, but the launchers go bizerk with player numbers.
void AIMeleeStart (int player) { point targDPoint; point targOPoint; wavetarget targD; wavetarget targO; if (DEBUG) { DebugMeleeInit(); } AIStart(player, false, DifficultyAPM(PlayerDifficulty(player))); if (PlayerDifficulty(player) >= c_skirCheater) { AIHarvestBonus(player, 2.0); } AISetDifficulty(player, c_diffNormalVision, (PlayerDifficulty(player) != c_skirCheater)); AISetDifficulty(player, c_diffLimitAPM, (PlayerDifficulty(player) != c_skirCheater)); AISetDifficulty(player, c_diffSpotChangelings, (PlayerDifficulty(player) >= c_skirVeryHard)); AISetDifficulty(player, c_diffWaveAvoidDanger, (PlayerDifficulty(player) >= c_skirHard)); AISetDifficulty(player, c_diffFleeDamage, (PlayerDifficulty(player) >= c_skirHard)); AISetDifficulty(player, c_diffEarlyDefenseScout, (PlayerDifficulty(player) >= c_skirHard)); AISetDifficulty(player, c_diffUseExtraScouts, (PlayerDifficulty(player) >= c_skirHard)); AISetDifficulty(player, c_diffHoldAtIdleChokes, (PlayerDifficulty(player) >= c_skirHard)); AISetDifficulty(player, c_diffPressForward, (PlayerDifficulty(player) >= c_skirMedium)); AISetDifficulty(player, c_diffFleeWorkers, (PlayerDifficulty(player) >= c_skirMedium)); AISetDifficulty(player, c_diffFleeDanger, (PlayerDifficulty(player) >= c_skirMedium)); AISetDifficulty(player, c_diffRepairDamage, true); AISetDifficulty(player, c_diffOptimizeGas, true); AISetDifficulty(player, c_diffDefendWithPeons, true); AISetDifficulty(player, c_diffEnableDangerMap, true); AISetDifficulty(player, c_diffNormalTargetPrio, true); AISetDifficulty(player, c_diffAllowResourceReq, true); AISetDifficulty(player, c_diffAutoLoadBunkers, false); AISetDifficulty(player, c_diffEarlyGameRepair, false); //AISetFlag(player, e_flagsRunScared, AIDiffThreshold(player, false, c_skirVeryHard, true)); AISetFlag(player, e_flagsRunScared, false); // TODO fix scared and re-add this AISetFlag(player, e_flagsLateScout, false); AISetFlag(player, e_flagsClearObs, false); AIDeclareTown(player, c_townOne, PlayerStartLocation(player)); AISetMainTown(player, c_townOne); AIHarvest(player, c_townOne); AISetNumScouts(player, 1); AIScout(player); AISetAllStates(player, 1); targDPoint = AIWaveTargetGatherDPoint(player, c_townMain); targOPoint = AIWaveTargetGatherOPoint(player, c_townMain); targD = AIWaveTargetGatherD(player, c_townMain); targO = AIWaveTargetGatherO(player, c_townMain); AIWaveSet(player, c_waveMain, AIWaveCreate(AIWaveInfoCreate(), player, targOPoint)); AIWaveSet(player, c_waveAttack, AIWaveCreate(AIWaveInfoCreate(), player, targOPoint)); AIWaveSet(player, c_waveDivert1, AIWaveCreate(AIWaveInfoCreate(), player, targOPoint)); AIWaveSet(player, c_waveDivert2, AIWaveCreate(AIWaveInfoCreate(), player, targOPoint)); AIWaveSet(player, c_waveClearObs, AIWaveCreate(AIWaveInfoCreate(), player, targOPoint)); AIWaveSet(player, c_waveHome, AIWaveCreate(AIWaveInfoCreate(), player, targDPoint)); AIWaveSet(player, c_waveDefend, AIWaveCreate(AIWaveInfoCreate(), player, targDPoint)); AIWaveSetType(AIWaveGet(player, c_waveMain), c_waveStateIdle, targO); AIWaveSetType(AIWaveGet(player, c_waveAttack), c_waveStateIdle, targO); AIWaveSetType(AIWaveGet(player, c_waveDivert1), c_waveStateIdle, targO); AIWaveSetType(AIWaveGet(player, c_waveDivert2), c_waveStateIdle, targO); AIWaveSetType(AIWaveGet(player, c_waveClearObs), c_waveStateIdle, targO); AIWaveSetType(AIWaveGet(player, c_waveHome), c_waveStateIdle, targD); AIWaveSetType(AIWaveGet(player, c_waveDefend), c_waveStateIdle, targD); AISetMaxBestAttackersLimit(player, AIMeleeDiffSelect(player, 1, 1, 2, 4, 6, ); AITransportIgnore(player, "VikingAssault"); AITransportSetPanic(player, 0.6); AITransportSetReturn(player, targDPoint); AISpecifiedMakers(); AISpecifiedHealers(player); AISetDefaultCombatFlags(player, true); AIAddDetectionDangerUnits(player); //AISetNukeConstants(player);}
native void AISetAllStates (int player, int state);
A week gone and everything went wild ? So we are currently stuck with Blizzard's default AI until we get an appropriate launcher for patch 9 ?