I'm not creating threads... its the engine that uses threads for while and for loops :|
And I must use them shitz :|
Edit:
Found the problem!!!!
My sight check script creates a unit in each, tests if the unit is visible and then remove it.
It seems that unit creation and delete in a for loop makes the engine angry!
I suppose I'll need to rescript manually the sight checking as I was going to do in the future.
For the worker's digging order script I see you didn't occupy slots for each wall side so all zerglings try to dig the same spot even if they can't.
I made this check using custom unit variables but when i was trying to test my trigger with a huge amount of units I found the sight check bug (too many threads) so I'm forced to fix it before giong forward with the digging.
For the worker's digging order script I see you didn't occupy slots for each wall side so all zerglings try to dig the same spot even if they can't.
I made this check using custom unit variables but when i was trying to test my trigger with a huge amount of units I found the sight check bug (too many threads) so I'm forced to fix it before giong forward with the digging.
P.S.
You should join SC2Mapster IRC more often ;)
Well, I just haven't added that condition yet due to the fact I've only tested the system with 3-4 units.
Today I completed the new custom made sight check. It works good but it's a bit heavy with 50-100 units forcing my computer to make small freezes every 0.5 seconds.
With less units it works great so I will keep it as it is for now.
Now I'm focusing on the wall digging with face occupation check. It usually works but sometimes I get all workers trying to dig the same spot, checking what's wrong ;)
Edit:
Whoa I did it :D
However we are making a mistake working with imps threads because each imp searches for the nearest dig tile, however a dig tile doesn't receive the attention of the nearest imp.
I suppose i must switch the thread to the dig tile instead of the imp.
Today I completed the new custom made sight check. It works good but it's a bit heavy with 50-100 units forcing my computer to make small freezes every 0.5 seconds.
With less units it works great so I will keep it as it is for now.
Now I'm focusing on the wall digging with face occupation check. It usually works but sometimes I get all workers trying to dig the same spot, checking what's wrong ;)
Edit:
Whoa I did it :D
However we are making a mistake working with imps threads because each imp searches for the nearest dig tile, however a dig tile doesn't receive the attention of the nearest imp.
I suppose i must switch the thread to the dig tile instead of the imp.
I actually ditched the imp thread for the block thread too.
Anyhow, I might return to working on the map now. Most of my school projects are done.
So how does your trigger behave? Each wall gets the nearest imp or each imp gets the nearest wall?
Well, I simply add the units to a unit group grid which the block has reference to. Once the unit has been added the block will decide what it does. E.g. if the tile should be claimed then it gets claimed.
So far so good.
EDIT: The workers are added to the block if that block is the nearest tile available.
Yep but I mean another thing.
We are making a thread for each unit to search for the nearest tile right? That doesnt mean that each tile gets the nearest unit!
Sometimes then could happen that a really far unit is assigned to a tile instead of the nearest one. However the unit is going correctly to its nearest digging tile.
So I'm coming in late in the game and just found this thread and want to give it a big 2 thumbs up. One of the best games ever and there hasn't been a third; a great candidate for the sc2 editor.
Looks great so far and here's another player that would waste away plenty of hours on it on release.
Just want to let you guys know (more specifically Bibendus) that I've postponed all Galaxy editing for now. It's most due to my homework load I've been receiving lately.
Oh, too bad... Dungeon Keeper was one of my next project (thought of it a week ago)... You did a pretty good job so far (kind of like I imagined it would look like, that is). I'm not sure I can be of any help since I'm only good at terraining and with triggers, but I'm eager to see your project released! :)
Today I completed the wall reinforcement AI so now all dig/conquer/dig triggers work,
Now I'll work on the task aborting and then will start with the UI so I can start making room buildings and some basic spells like summon imp.
(t4) Evil Hall -> Gives you the ability to summon a single Dark Lord of your choice for a heavy price
Imps (Imp pit)- Tougher diggers that a better at fighting (can transform into fire, ice, wind, earth, or dark imps (Demon Dungeon))
Ravager (Beast pen)- Ground fighter (Can dig)
Dragon (Beast pen)- Air Fighter (Cannot dig)
Demon (Demon Dungeon)- Super fast digger and average fighter
Dark Rider (Dark Stable)- A very fast Fighter (Cannot dig)
Dark Lord (Evil Hall)- These lords have super powers that are worth your while (Pyro Lord- Burns fows automatically and can summon fire storm) (Mastermind- Can summon basic units, imps, and beasts without any buildings and can do it instantly for a price on energy) (Overlord- Can cast spells that add buffs to minions)
I spent awhile on this btw. Might wanna do something with these ideas. I'd like to see the popularity system beat this.
Edit: If nobody's going to work on this, then can I have a copy so I can add that kinda stuff?
Haem yuka, did you ever play a Dungeon Keeper game???
It's not a tech-tree game or something that makes you create units from buildings... it's just... different!
That's not what I meant all. Grrr... I can't explain it. Whatever, just do your thing. :( I thought the units were explained a lot better though. :)
Edit: I meant the buildings were like...items...kinda... They're like...nvm...if you don't want them and its pretty much in your hands now, I can't force you to understand.
Edit: I know what I meant now. I meant that the buildings were like...attachments to your spawn building to make it look like it has them...hired?...something like that. Anyway, you don't have to worry about the buildings, those are just thoughts being blurted out.
I'm not creating threads... its the engine that uses threads for while and for loops :|
And I must use them shitz :|
Edit:
Found the problem!!!!
My sight check script creates a unit in each, tests if the unit is visible and then remove it.
It seems that unit creation and delete in a for loop makes the engine angry!
I suppose I'll need to rescript manually the sight checking as I was going to do in the future.
Haven't had time to work on the map for a while. Been busy at school working on projects.
Anyhow, it seems like the performance of my AI has improved quite significantly. Used to be around 50-100 with only 4 back in the old days.
50 workers here. http://i236.photobucket.com/albums/ff147/ep1309i3/Screenshot.png?t=1288621820
@redmarine: Go
It should be around 1000.
Else how can you make a thread for each unit's AI?
I don't. I decided to ditch it. If the limit is 1000 then I might as well thread them and make the creature AI threaded as well.
For the worker's digging order script I see you didn't occupy slots for each wall side so all zerglings try to dig the same spot even if they can't.
I made this check using custom unit variables but when i was trying to test my trigger with a huge amount of units I found the sight check bug (too many threads) so I'm forced to fix it before giong forward with the digging.
P.S.
You should join SC2Mapster IRC more often ;)
Well, I just haven't added that condition yet due to the fact I've only tested the system with 3-4 units.
Today I completed the new custom made sight check. It works good but it's a bit heavy with 50-100 units forcing my computer to make small freezes every 0.5 seconds.
With less units it works great so I will keep it as it is for now.
Now I'm focusing on the wall digging with face occupation check. It usually works but sometimes I get all workers trying to dig the same spot, checking what's wrong ;)
Edit:
Whoa I did it :D
However we are making a mistake working with imps threads because each imp searches for the nearest dig tile, however a dig tile doesn't receive the attention of the nearest imp.
I suppose i must switch the thread to the dig tile instead of the imp.
I actually ditched the imp thread for the block thread too.
Anyhow, I might return to working on the map now. Most of my school projects are done.
So how does your trigger behave? Each wall gets the nearest imp or each imp gets the nearest wall?
Well, I simply add the units to a unit group grid which the block has reference to. Once the unit has been added the block will decide what it does. E.g. if the tile should be claimed then it gets claimed.
So far so good.
EDIT: The workers are added to the block if that block is the nearest tile available.
Yep but I mean another thing.
We are making a thread for each unit to search for the nearest tile right? That doesnt mean that each tile gets the nearest unit!
Sometimes then could happen that a really far unit is assigned to a tile instead of the nearest one. However the unit is going correctly to its nearest digging tile.
P.S.
I'm still on IRC ;)
So I'm coming in late in the game and just found this thread and want to give it a big 2 thumbs up. One of the best games ever and there hasn't been a third; a great candidate for the sc2 editor.
Looks great so far and here's another player that would waste away plenty of hours on it on release.
Just want to let you guys know (more specifically Bibendus) that I've postponed all Galaxy editing for now. It's most due to my homework load I've been receiving lately.
Oh, too bad... Dungeon Keeper was one of my next project (thought of it a week ago)... You did a pretty good job so far (kind of like I imagined it would look like, that is). I'm not sure I can be of any help since I'm only good at terraining and with triggers, but I'm eager to see your project released! :)
Today I completed the wall reinforcement AI so now all dig/conquer/dig triggers work,
Now I'll work on the task aborting and then will start with the UI so I can start making room buildings and some basic spells like summon imp.
This'd be a neat map for a "build a fortress" kinda map. :D Very well done. You 2 did well. :D
Can't wait to play a playable version! :D
I'd like to see tech trees with something like this...
(t1) Dark Keep -> Main building that summons the basic units
(t2) Imp Pit -> Summons Imps
(t2) Beast Pen -> Gives you the ability to summon beasts for a heavy price
(t3) Demon Dungeon -> Summons demons (Allows imp evolution)
(t3) Dark Stable -> Summons Dark riders
(t4) Evil Hall -> Gives you the ability to summon a single Dark Lord of your choice for a heavy price
Imps (Imp pit)- Tougher diggers that a better at fighting (can transform into fire, ice, wind, earth, or dark imps (Demon Dungeon))
Ravager (Beast pen)- Ground fighter (Can dig)
Dragon (Beast pen)- Air Fighter (Cannot dig)
Demon (Demon Dungeon)- Super fast digger and average fighter
Dark Rider (Dark Stable)- A very fast Fighter (Cannot dig)
Dark Lord (Evil Hall)- These lords have super powers that are worth your while (Pyro Lord- Burns fows automatically and can summon fire storm) (Mastermind- Can summon basic units, imps, and beasts without any buildings and can do it instantly for a price on energy) (Overlord- Can cast spells that add buffs to minions)
I spent awhile on this btw. Might wanna do something with these ideas. I'd like to see the popularity system beat this.
Edit: If nobody's going to work on this, then can I have a copy so I can add that kinda stuff?
@yukaboy: Go
Haem yuka, did you ever play a Dungeon Keeper game???
It's not a tech-tree game or something that makes you create units from buildings... it's just... different!
That's not what I meant all. Grrr... I can't explain it. Whatever, just do your thing. :( I thought the units were explained a lot better though. :)
Edit: I meant the buildings were like...items...kinda... They're like...nvm...if you don't want them and its pretty much in your hands now, I can't force you to understand.
Edit: I know what I meant now. I meant that the buildings were like...attachments to your spawn building to make it look like it has them...hired?...something like that. Anyway, you don't have to worry about the buildings, those are just thoughts being blurted out.
@yukaboy: Go
Why should we use tons of imps versions? That's not the kind of game, really :|
I'm asking again, did you play DK before?