Anyone remember like Donkey Kong racing 64 and Mario kart? Both those two things have in common is the fact when you finished a race you could watch your ghost to see where went right or wrong.
I was just wondering if there was a way in where you could preset a ghost structure, units, and movements in which you could move through them.
I'm trying to work on my build orders and I feel that if I could make a map where I could restart on a whim and see my overall status (sort of like show me how much I mined how much I spent and where) without having to watch a replay (leaving making watching leaving making watching etc.)
Basically the whole idea and map I want to make includes
Ghost build (a perfect build done by ghosts that I can move through and are not effected whatsoever by what I do)
Reset (The ability to reset the map and reset the minerals gas etc.)
Ability to play 1v0 (not a huge priority worse comes to worse I'll just make a computer in the corner with no room to do anything)
Ability to see my statistics at the end of the game when I reset it.
Thanks in advance for the quick and full of info responses =D
I really think this is a good idea, seriously no one has any ideas that could make this possible? I was thinking something along the lines of manual actions but that seems tedious...
If no one is going to try and take a whack at the ghost idea, how bout telling me how to make units phase-able and how to issue commands to units to do certain things.
You shouldn't make units at all; just create models (Placement models to be exact); and, honestly, it will be tedious. For each unit type that you want buildable you will have to save up a model; then you will first have to manually set up locations if you want it to show an "optimal" build or record which buildings you've placed/what you're doing if you want it to work like in mario kart. Then if you want them to actually be removed upon building (not at a certain time) you will have to link them to building being build; and if you want to have any other graphics indicator (like reducing alpha the closer you are to the "optimal" time build) it's going to take a lot of work and it'll definately be doable. but don't go into this if you aren't ready to commit a lot of your time to it, especially if you want to add in multiple builds or on multiple maps.
Do you know any maps that use this placement model? Just so I have some sort of background knowledge to work with, I don't wanna look through hours and hours of SCII editor to find something in someone else's game.
It's interesting concept I'd say. I've tried making map which saved orders in one mode, and in seconds it re-made all units and ordered them as they went before. It's a bit crude (8000 sized array to save orders, units, time etc.) but It's working so-so, having few stupid errors, like units wont move out of the way of the building you order to make (like when you play they smartly move away), or workers won't always bounce off to the same mineral node. Ofc everything collides, so if I wanted to be able to make both 'recording' and re-playing at the same time I would need to make a copy of all units, or at least take time to modify their pathing with catalogvalue or sth.
Well for a racer if you wanted to track where the player goes and replay it later just create points at the position of the racer every 2 seconds or something. Then when you want to replay them you have to link the points to each other in some type of way point system and order them through it. It's very possible and could be simple to do.
Do you know any maps that use this placement model? Just so I have some sort of background knowledge to work with, I don't wanna look through hours and hours of SCII editor to find something in someone else's game.
The challenge where you need to expand and fend off zerg waves while building x marines, ghosts and tanks. Do you remember the ghostly supply depot and barracks at the ramp, which showed you how to do a basic wall-in?
You didn't read entire OP's post. He meant ghosts "like" in a racer, but he wanted them to use for a build order trainer or sth. That way it's a bit more complicated, as im using event that records every time unit gets an order, time it was ordered, ID of unit that got it, target of the order, switch to check if order is queued, and order itself ofc.
Oh and to OP, if you wouldn't mind disregarding units and leaving only building/timer they were built I could easily adjust my design to simply accomplish it.
That works too, I am just trying to figure units into the general build, cause if you aren't constantly building units than the unit producing structure isn't efficient. I've been losing lately because I can't seem to figure out a build that is generally good. I don't want to have to bancheese harrass every game just so I can get a large enough army to timing push their front and drop in 10 different places. Im not good enough for that yet hahahha.
But I mean like a sort of racer game in which you would have the AI build up to the 6 core buildings (3 barracks 1 factory 1 starport) I think I could figure most of this by myself against AI for about a week, but this whole map idea could be a very good way for people to learn build orders.
@kueken531
I guess that is what I am sort of looking for, especially with building placement, but that still doesn't help me with when I should get those buildings and how much I can make out of them on one base.
Where to build, how much I can build, and how to ace it every game is my goal.
All this response is actually quite good, when discussions like this start things start happening =D
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Anyone remember like Donkey Kong racing 64 and Mario kart? Both those two things have in common is the fact when you finished a race you could watch your ghost to see where went right or wrong.
I was just wondering if there was a way in where you could preset a ghost structure, units, and movements in which you could move through them.
I'm trying to work on my build orders and I feel that if I could make a map where I could restart on a whim and see my overall status (sort of like show me how much I mined how much I spent and where) without having to watch a replay (leaving making watching leaving making watching etc.)
Basically the whole idea and map I want to make includes Ghost build (a perfect build done by ghosts that I can move through and are not effected whatsoever by what I do) Reset (The ability to reset the map and reset the minerals gas etc.) Ability to play 1v0 (not a huge priority worse comes to worse I'll just make a computer in the corner with no room to do anything) Ability to see my statistics at the end of the game when I reset it.
Thanks in advance for the quick and full of info responses =D
Bump...
I really think this is a good idea, seriously no one has any ideas that could make this possible? I was thinking something along the lines of manual actions but that seems tedious...
If no one is going to try and take a whack at the ghost idea, how bout telling me how to make units phase-able and how to issue commands to units to do certain things.
@Kornholi0: Go
You shouldn't make units at all; just create models (Placement models to be exact); and, honestly, it will be tedious. For each unit type that you want buildable you will have to save up a model; then you will first have to manually set up locations if you want it to show an "optimal" build or record which buildings you've placed/what you're doing if you want it to work like in mario kart. Then if you want them to actually be removed upon building (not at a certain time) you will have to link them to building being build; and if you want to have any other graphics indicator (like reducing alpha the closer you are to the "optimal" time build) it's going to take a lot of work and it'll definately be doable. but don't go into this if you aren't ready to commit a lot of your time to it, especially if you want to add in multiple builds or on multiple maps.
Do you know any maps that use this placement model? Just so I have some sort of background knowledge to work with, I don't wanna look through hours and hours of SCII editor to find something in someone else's game.
It's interesting concept I'd say. I've tried making map which saved orders in one mode, and in seconds it re-made all units and ordered them as they went before. It's a bit crude (8000 sized array to save orders, units, time etc.) but It's working so-so, having few stupid errors, like units wont move out of the way of the building you order to make (like when you play they smartly move away), or workers won't always bounce off to the same mineral node. Ofc everything collides, so if I wanted to be able to make both 'recording' and re-playing at the same time I would need to make a copy of all units, or at least take time to modify their pathing with catalogvalue or sth.
@uiasdnmb: Go
Well for a racer if you wanted to track where the player goes and replay it later just create points at the position of the racer every 2 seconds or something. Then when you want to replay them you have to link the points to each other in some type of way point system and order them through it. It's very possible and could be simple to do.
The challenge where you need to expand and fend off zerg waves while building x marines, ghosts and tanks. Do you remember the ghostly supply depot and barracks at the ramp, which showed you how to do a basic wall-in?
@ST4RKiLL3R: Go
You didn't read entire OP's post. He meant ghosts "like" in a racer, but he wanted them to use for a build order trainer or sth. That way it's a bit more complicated, as im using event that records every time unit gets an order, time it was ordered, ID of unit that got it, target of the order, switch to check if order is queued, and order itself ofc.
Oh and to OP, if you wouldn't mind disregarding units and leaving only building/timer they were built I could easily adjust my design to simply accomplish it.
@uiasdnmb: Go
That works too, I am just trying to figure units into the general build, cause if you aren't constantly building units than the unit producing structure isn't efficient. I've been losing lately because I can't seem to figure out a build that is generally good. I don't want to have to bancheese harrass every game just so I can get a large enough army to timing push their front and drop in 10 different places. Im not good enough for that yet hahahha. But I mean like a sort of racer game in which you would have the AI build up to the 6 core buildings (3 barracks 1 factory 1 starport) I think I could figure most of this by myself against AI for about a week, but this whole map idea could be a very good way for people to learn build orders.
@kueken531 I guess that is what I am sort of looking for, especially with building placement, but that still doesn't help me with when I should get those buildings and how much I can make out of them on one base.
Where to build, how much I can build, and how to ace it every game is my goal.
All this response is actually quite good, when discussions like this start things start happening =D