Thanks almaity for doing the last couple of exercises, I have a slightly different one up for this week
Weekly Data Exercise #19
What I want to try and do here is create new ways for the build ability to be used, so we have the terran scv build where the scv runs around actually builds the building, the protoss warps buildings in a pylon powered area and the zerg morph drones and other building into new ones.
So can we come up with some new ways of creating buildings? I am sure we can, they can be modifications on the current races or completly new ways, lets see what we can do.
Challenges:
Consume Build - The building consumes a type of unit to make progress in building, so it would take say 20 of this one type of unit to actually complete the building, those units would be no more but at the end of it there would be a complete building.
Aura Build - Buildings can be placed by workers but work can not be progressed without a hero(or similar type of unit) is in range to encourage them, think ancient times, they had slaves to build things, and the slaves probably wouldn't have done the work without the guys with whips around to stop them from slacking.
I'll leave it at that for now, look forward to seeing any other ideas people come up with
Only method I can think of would be to try disabling the Buildable ability using buffs which validators then use to enable/disable construction. Consume build would then be just the same as the multi unit morph where units are sacrificed to put counter buff stacks on the unit (http://www.sc2mapster.com/forums/development/data/23405-puke-a-lisk/#p18). Aura Build would boil down to an Enumerate Area validator.
Edit: I was correct by disabling the Buildable ability on the buildings you can supress construction. With the consume build you could just get the sacrifice to apply a buff that temporarily disables the disabling buff so the build time of the building would be proportional to the number of sacrifices and there would be an increase in the progress as units are sacrificed.
Here is a work in progress map where I have the beginning of a self constructing complex which enlarges itself as time goes on.
Second submission, the consume build system. Uses a modified command center as an example which needs 7 marines and 3 marauders to be sacrificed. Auto recruits sacrifices within a range of 10. Uses shield and energy modifiers on the counter buffs for visibility of the numbers sacrificed (can be removed easily).
I'm not sure what the first map you uploaded is doing?
the consume map you added, is it possible for the units "sacrificed" to be the progress of the building, so do it without the scv to build the building? so the 7 marines are the progress for the building to be completed, rather than just being required
With the first map (as mentioned work in progress) the once structure when it has enough energy automatically builds addons which give it bonuses and at a later stage several tiers will be added which will be constructed sequentially based on the existing addons.
With the second map The sacrificed units do represent a proportion of the progress in that next to adding a counter buff it adds a buff that supresses the Buildable supressor so construction continues for a bit (10 seconds). The duration of the construction enabling buff determines the relative contribution of the unit and can be adjusted accordingly.
This can be proven by building the structure a distance away from the group of units and feeding it a limited supply.
I just used the SCV because it was easy to find in the list. You could use a Build ability lacking the Worker Maintained flag and it would construct like a protoss builder. All the actions are purely from the building itself and independent of the worker. The need for a worker in this map was purely because I used the ingame terran build ability to save time.
I think the idea with the Sacrifice units for building would be more one of, the Item to be built would be on the Unites that would be sacrificed to build it. Greyed out with a requirement saying that you need the correct units selected before it can be built.
Then once the right units are selected the option for them to build becomes available and they would sacrifice themselves in the construction of the building, maybe have then sort of queue up for the building, so enemies could stop/slow building by destroying units waiting to sacrifice themselves into the building.
I think nevjmac was trying to get away from the Select Unit, have it build something idea for this WDE, see if it is possible to get away from the norm.
Sorry I'm not experimenting with a map on this, busy busy.
When it comes to enabling the build button, it would be posible to only enable construction if there are the units within an area by the requirement counting a buff on the builder that is enabled using an Enumerate Area validator and a Combine validator containing Unit Type validators. Still this setup would not alter the progress of the building once construction has started. Requirements only affect the initial placement of an ability and can be disabled afterwards without affecting the ability going to completion.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Yes getting people to think outside the box is exactly what the majority of these WDE's are for, the whole builder build thing is done everywhere, I am wondering if there is a new fresh way to get that done, but in saying that new ways of getting the build ability to work is also good and gets people thinking of how they can incorporate different ideas into their maps
so say I had units wandering around the map and they were to walk over this building in progress, would there be a way of using that unit in the sacrifice rather than having to have them allready required?
Maybe you could make the structure you are constructing a transport like a bunker and load the units in it. Make the load only able to target specific unit types, simulate the entire construction process and use requirements and behaviors to control the progress. Requirements can check for units completed at this unit, which includes loaded units. You could use multiple consecutive behaviors requiring a certain amount of loaded units each.
You could probably also make a global worker panel like the nydus worm; load in workers in your base to finish construction of a far away building ;)
Very easy to implement. You would just have to add a sacrifice buff to the unit which then adds something to the buff count. I created a system that allows you to use specific mixes of units but adding a generic joker would not be too hard in that as long as it adds a buildable disabling buff supressor with an adequate duration it could easily be used to substitute a unit.
You could also make the specific unit counters just for the recruitment to sacrifice and have a generic counter buff used in the construction supression.
With your suggestion you are saying to have a Morph - Placement ability with a requirement that needs so many counter buff stacks gained by the Ability - Load Transport Behavior field?
With your suggestion you are saying to have a Morph - Placement ability with a requirement that needs so many counter buff stacks gained by the Ability - Load Transport Behavior field?
Not sure yet, I have no fully-fledged concept, just an idea. I will need to try this out.
I've seen collective build (where a bunch of units go to work on a building and it goes faster if there are more units) in a bunch of games and never knew how to do that. I bet its really easy, but i don't know how, making it seem alot harder than it is.
Also, there's slow resource build where you dont need any resources to start it, but it takes resources as it goes along, stopping if you run out.
Gogo tetris built. You have a basic structure and as you combine multiple ones of them, they transform to more advanced buildings. Depending on the shape, those buildings will be different.
Would be a pain in the ass to do in pure data, though.
Again it all falls down to the Buildable ability. With the first one as mentioned in the campaign they have it where you use a buildable ability that allows several workers with something in the Stats - Power Build Bonus Rate field.
With the second construction sort there are two options. One when the building is initially constructed it refunds the cost before using the Stats - Power Build Cost Factor field of the buildable to make it cost resources. The alternative is just to give it a buff that uses a periodic Modify Player effect that chews resources with the Buildable effect being disabled by a buff if you have under the needed amount of resources.
With the tetris build, you might eb able to use the Behavior - Built On field to your advantage.
Weekly Data Exercise
Thanks almaity for doing the last couple of exercises, I have a slightly different one up for this week
Weekly Data Exercise #19
What I want to try and do here is create new ways for the build ability to be used, so we have the terran scv build where the scv runs around actually builds the building, the protoss warps buildings in a pylon powered area and the zerg morph drones and other building into new ones.
So can we come up with some new ways of creating buildings? I am sure we can, they can be modifications on the current races or completly new ways, lets see what we can do.
Challenges:
I'll leave it at that for now, look forward to seeing any other ideas people come up with
Only method I can think of would be to try disabling the Buildable ability using buffs which validators then use to enable/disable construction. Consume build would then be just the same as the multi unit morph where units are sacrificed to put counter buff stacks on the unit (http://www.sc2mapster.com/forums/development/data/23405-puke-a-lisk/#p18). Aura Build would boil down to an Enumerate Area validator.
Edit: I was correct by disabling the Buildable ability on the buildings you can supress construction. With the consume build you could just get the sacrifice to apply a buff that temporarily disables the disabling buff so the build time of the building would be proportional to the number of sacrifices and there would be an increase in the progress as units are sacrificed.
Here is a work in progress map where I have the beginning of a self constructing complex which enlarges itself as time goes on.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Second submission, the consume build system. Uses a modified command center as an example which needs 7 marines and 3 marauders to be sacrificed. Auto recruits sacrifices within a range of 10. Uses shield and energy modifiers on the counter buffs for visibility of the numbers sacrificed (can be removed easily).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I'm not sure what the first map you uploaded is doing?
the consume map you added, is it possible for the units "sacrificed" to be the progress of the building, so do it without the scv to build the building? so the 7 marines are the progress for the building to be completed, rather than just being required
With the first map (as mentioned work in progress) the once structure when it has enough energy automatically builds addons which give it bonuses and at a later stage several tiers will be added which will be constructed sequentially based on the existing addons.
With the second map The sacrificed units do represent a proportion of the progress in that next to adding a counter buff it adds a buff that supresses the Buildable supressor so construction continues for a bit (10 seconds). The duration of the construction enabling buff determines the relative contribution of the unit and can be adjusted accordingly.
This can be proven by building the structure a distance away from the group of units and feeding it a limited supply.
I just used the SCV because it was easy to find in the list. You could use a Build ability lacking the Worker Maintained flag and it would construct like a protoss builder. All the actions are purely from the building itself and independent of the worker. The need for a worker in this map was purely because I used the ingame terran build ability to save time.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I think the idea with the Sacrifice units for building would be more one of, the Item to be built would be on the Unites that would be sacrificed to build it. Greyed out with a requirement saying that you need the correct units selected before it can be built.
Then once the right units are selected the option for them to build becomes available and they would sacrifice themselves in the construction of the building, maybe have then sort of queue up for the building, so enemies could stop/slow building by destroying units waiting to sacrifice themselves into the building.
I think nevjmac was trying to get away from the Select Unit, have it build something idea for this WDE, see if it is possible to get away from the norm.
Sorry I'm not experimenting with a map on this, busy busy.
Problem is there are no validators or requrement nodes that can tell if you have got a unit selected or not.
Also in my map you could alter the period of the sacrifice buff to make them have to wait before being sacrificed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
You can count the total Number of a Specific unit using a requirement. This could enable the build ability too, yes?
When it comes to enabling the build button, it would be posible to only enable construction if there are the units within an area by the requirement counting a buff on the builder that is enabled using an Enumerate Area validator and a Combine validator containing Unit Type validators. Still this setup would not alter the progress of the building once construction has started. Requirements only affect the initial placement of an ability and can be disabled afterwards without affecting the ability going to completion.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Lilianna: Go
Yes getting people to think outside the box is exactly what the majority of these WDE's are for, the whole builder build thing is done everywhere, I am wondering if there is a new fresh way to get that done, but in saying that new ways of getting the build ability to work is also good and gets people thinking of how they can incorporate different ideas into their maps
@DrSuperEvil: Go
so say I had units wandering around the map and they were to walk over this building in progress, would there be a way of using that unit in the sacrifice rather than having to have them allready required?
Maybe you could make the structure you are constructing a transport like a bunker and load the units in it. Make the load only able to target specific unit types, simulate the entire construction process and use requirements and behaviors to control the progress. Requirements can check for units completed at this unit, which includes loaded units. You could use multiple consecutive behaviors requiring a certain amount of loaded units each.
You could probably also make a global worker panel like the nydus worm; load in workers in your base to finish construction of a far away building ;)
@nevjmac: Go
Very easy to implement. You would just have to add a sacrifice buff to the unit which then adds something to the buff count. I created a system that allows you to use specific mixes of units but adding a generic joker would not be too hard in that as long as it adds a buildable disabling buff supressor with an adequate duration it could easily be used to substitute a unit.
You could also make the specific unit counters just for the recruitment to sacrifice and have a generic counter buff used in the construction supression.
@Kueken531: Go
With your suggestion you are saying to have a Morph - Placement ability with a requirement that needs so many counter buff stacks gained by the Ability - Load Transport Behavior field?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Not sure yet, I have no fully-fledged concept, just an idea. I will need to try this out.
@jaxter184: Go
It is an ability in the campaign to allow multiple scv's to build on one structure and make it build faster, you should take a look :)
the resource build I like the idea of that, consuming resources as you build rather than upfront!
Gogo tetris built. You have a basic structure and as you combine multiple ones of them, they transform to more advanced buildings. Depending on the shape, those buildings will be different.
Would be a pain in the ass to do in pure data, though.
Again it all falls down to the Buildable ability. With the first one as mentioned in the campaign they have it where you use a buildable ability that allows several workers with something in the Stats - Power Build Bonus Rate field.
With the second construction sort there are two options. One when the building is initially constructed it refunds the cost before using the Stats - Power Build Cost Factor field of the buildable to make it cost resources. The alternative is just to give it a buff that uses a periodic Modify Player effect that chews resources with the Buildable effect being disabled by a buff if you have under the needed amount of resources.
With the tetris build, you might eb able to use the Behavior - Built On field to your advantage.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
aww didn't get to start on last weeks my sc and editor aren't working
@aczchef: Go
Your always welcome to submit old entires to older WDE :)
i was planning to do that :)