Hi Everyone, I have two systems I plan to implement;
in normal sc2 when units are told to attack (or attack move for that matter) with multiple abilities, I assume they have a hierarchy of importance for abilities. for example, if a unit has heal, I'm sure it will make sure all of it's allies are on full health before attacking or using another ability on autocast. I would like to make a system in my game where the player can assign behaviours in a list, kind of like the trigger list. for example, a player could make it so that if there are any units near the programmed unit on lower than 30% hp, it will stop attacking enemies and immediately shield it. next on the list of behaviours, it could execute enemies with hp lower than 10%. as the heal is on a higher level of priority, it will only go to execution if the first condition is not true. the player could change that completely though at any given time. it's kind of like a modular ai.
The problem is, I'm quite new to this and I'm not sure if it's possible with AI or behaviours. I know it can be done with Triggers, but I'd prefer to avoid them if I can, because I think it might slow the game down or take control away from the player, whereas if it was just a procedural behaviour or ability the player could just turn off autocast and target things himself.
The second thing I'd like to do is create a complicated AI path, and I'm not sure if I should be looking at AI, Behaviours or triggers for it. lets say you have a fisherman. you want it so that he grabs his rod from a building. goes to a body of water. waits a certain amount of time, and then brings a fish back to base. All of this should be started by simply clicking on the fisherman and then right clicking on a group of fish in a stream. what I'm thinking is that there is a variable which marks a fisherman's state depending on what part of the job he's at and then changes his behaviour depending on the task at hand. I'm sure this can be done with triggers, but again if it can be done with behaviours I would much rather do that.
Most SC2 units have orthogonal roles for example healers with automatic abilities lack an attack while the zerg queen has an attack but needs to be told to heal manually. Abilities have four fields involved with priority (3 if you exclude UI).
The Ability: Smart Priority field can be manipulated with Catalog triggers but I have heard those lag if changed too often.
Again sounds like you want to make an array with triggers of setting health percentages and task priorities. All could be done a reasonable number of times per game without causing lag. Many validators have fields that can manipulated. These are not AI but player interface requirements.
Look at my harvest simulation demo map under my data assets for a data route to your fisherman simulation. Combine with my symbiont demo map for the item interaction so that unless it has a Buff given by the fishing rod item it uses a Switch behaviour to look for one. For the part of a job use a Buff behaviour as a counter. Again the Switch effect and Unit Compare Behavior Count validator will be a friend.
Hi Everyone, I have two systems I plan to implement;
in normal sc2 when units are told to attack (or attack move for that matter) with multiple abilities, I assume they have a hierarchy of importance for abilities. for example, if a unit has heal, I'm sure it will make sure all of it's allies are on full health before attacking or using another ability on autocast. I would like to make a system in my game where the player can assign behaviours in a list, kind of like the trigger list. for example, a player could make it so that if there are any units near the programmed unit on lower than 30% hp, it will stop attacking enemies and immediately shield it. next on the list of behaviours, it could execute enemies with hp lower than 10%. as the heal is on a higher level of priority, it will only go to execution if the first condition is not true. the player could change that completely though at any given time. it's kind of like a modular ai.
The problem is, I'm quite new to this and I'm not sure if it's possible with AI or behaviours. I know it can be done with Triggers, but I'd prefer to avoid them if I can, because I think it might slow the game down or take control away from the player, whereas if it was just a procedural behaviour or ability the player could just turn off autocast and target things himself.
The second thing I'd like to do is create a complicated AI path, and I'm not sure if I should be looking at AI, Behaviours or triggers for it. lets say you have a fisherman. you want it so that he grabs his rod from a building. goes to a body of water. waits a certain amount of time, and then brings a fish back to base. All of this should be started by simply clicking on the fisherman and then right clicking on a group of fish in a stream. what I'm thinking is that there is a variable which marks a fisherman's state depending on what part of the job he's at and then changes his behaviour depending on the task at hand. I'm sure this can be done with triggers, but again if it can be done with behaviours I would much rather do that.
what do you think?
Most SC2 units have orthogonal roles for example healers with automatic abilities lack an attack while the zerg queen has an attack but needs to be told to heal manually. Abilities have four fields involved with priority (3 if you exclude UI).
The Ability: Smart Priority field can be manipulated with Catalog triggers but I have heard those lag if changed too often.
Again sounds like you want to make an array with triggers of setting health percentages and task priorities. All could be done a reasonable number of times per game without causing lag. Many validators have fields that can manipulated. These are not AI but player interface requirements.
Look at my harvest simulation demo map under my data assets for a data route to your fisherman simulation. Combine with my symbiont demo map for the item interaction so that unless it has a Buff given by the fishing rod item it uses a Switch behaviour to look for one. For the part of a job use a Buff behaviour as a counter. Again the Switch effect and Unit Compare Behavior Count validator will be a friend.
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
Thank you doctor, I'll have a look at your work this weekend
That is assuming those maps still work. There have been many patches since I last looked (new fields tend to need to be set to default).
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