Instead, move down a bit and you will see Unit - Name: Double click and write IN THE TEXT KEY FIELD: Unit/Name/Reaper.
Let it be for now, you CAN change it into existing Unit names BUT you can't have it to say exactly what you want. continue to move downwards until you find Unit - Leader Alias. The n/ n/ c val /c stands for: (Line break.) You can edit this line by double clicking on the "Raider." text. If you scroll down a bit, you will see Editor - Description. Pay extra notice to that some of the buttons have been pushed down! - As you can see, AI - Evaluation has been set to "Rammstein". Now with your copied/duplicated unit, go into the Show Viewer, as shown on the picture above. Still, I have some major problems with ID's, we'll come to this soon. NOTE: IF you select Duplicate, count on doing massive changes as almost everything gets Copy in the name, and as such, will nullify almost everything. Select your unit, then right click and select either Copy, OR Duplicate. Now, you should get a list on all of your units currently on your map. Now, make sure that you have Data Source set to YOUR map. Select Reaper (or whatever unit you want to use), place it out on the map. Here is how I created my Rammstein hero unit. So, to start things out, here's a few things you can do. And since Blizzard doesn't support it, I thought - what the hell. (might look different in a custom AI).I may start to do other things aswell, however, for today, I will focus on simple stuff. The original Blizzard AI function for a build order will look like this, this one is from Terran0.galaxy. Most of the build orders are in files like Terran0.galaxy, Protoss0.galaxy and Zerg0.galaxy. These are simple commands that tell the AI what to build and in what order.
Any modifications made to files in this folder will load up before Base.sc2data.Īt the very basic level, a lot of AI code is build orders. You can drag the "TriggerLibs" folder into your StarCraft II directory. If you don't want to keep pulling files in and out of the MPQEditor. Make what modifications you want to make then save that file and drag it back into MPQEditor, you'll know you've done it correctly if it asks you to overwrite. To modify a file, drag it out of MPQEditor. If you've downloaded a custom AI, the last three may not contain the builds orders, you'll have to look in the folders "Terran","Zerg","Protoss" This one contains a lot of blizzard functions definitions. This one contains all of the native functions we can use in our AI. This is a very important file, this contains all of the units/buildings/upgrades we can call using "AISetStock(int player, int count, string aliasType)"
This is where most of the AI files are located. Once you've downloaded that, you want to open :Ĭ:\Program Files (x86)\StarCraft II Beta\Mods\Liberty.SC2Mod\Base.sc2dataĬ:\Program Files\StarCraft II Beta\Mods\Liberty.SC2Mod\Base.sc2data This program will let you modify the internals of the AI.
Variables must be defined at the top of functions.But basic build orders should be easily within your grasp. If you're not from a programming background, it's going to take you a while to get a hold of things. I recommend you use the stock Blizzard AI and not a custom one for this tutorial.