Nope. It's all coded. I haven't actually touched the data editor other than for making the tile.
Action definitions ARE triggers, who talked about data editing? :D
If you don't know what action definitions are then I suppose you used a single looping trigger that cycles each worker and assign him a job, am I correct?
Action definitions ARE triggers, who talked about data editing? :D
If you don't know what action definitions are then I suppose you used a single looping trigger that cycles each worker and assign him a job, am I correct?
"Is the AI designed through the Data Editor or the triggers?"
Anyhow, well, I pretty much did that. The initial plan was to simply incorporate some actions that always directed the imps to the next task after they're done but I found that while loops pretty much did the same thing.
EDIT: Are you referring to custom actions that accept parameters.
Don't expect a map anytime soon. I'm not exactly in a hurry to develop the map considering that I have to prioritize more important tasks such as my school
first.
"Is the AI designed through the Data Editor or the triggers?"
Anyhow, well, I pretty much did that. The initial plan was to simply incorporate some actions that always directed the imps to the next task after they're done but I found that while loops pretty much did the same thing.
EDIT: Are you referring to custom actions that accept parameters.
Yep, they are ;)
However how you should know I'm going to work on a DK mod too, Hive Keeper name sounds good. I think I'll wait blizzcon to hear if they are going to add new triggers or not (like the terrain cliff height change).
I like your solution but the graphical result is not the same as using real terrain cliffs. Sure this is better then nothing but in the meanwhile I'll work on crush company that has been abandoned for 2 months :D
However how you should know I'm going to work on a DK mod too, Hive Keeper name sounds good. I think I'll wait blizzcon to hear if they are going to add new triggers or not (like the terrain cliff height change).
I like your solution but the graphical result is not the same as using real terrain cliffs. Sure this is better then nothing but in the meanwhile I'll work on crush company that has been abandoned for 2 months :D
Well, I tried that idea but the lack of terrain control kinda killed that option. The reason why I'm using actors is because I am able to modify the data of the actors like size, colours, and hero/glow etc.
Let's see how your method will turn out once Blizzard decides to implement the terrain controls.
Well, I tried that idea but the lack of terrain control kinda killed that option. The reason why I'm using actors is because I am able to modify the data of the actors like size, colours, and hero/glow etc.
Let's see how your method will turn out once Blizzard decides to implement the terrain controls.
If they decide to, let's see with this 1.1 patch :|
However using cliff levels you can still add a colored layer on the higher ground just as you did with the conquered ground.
Well, I tried that idea but the lack of terrain control kinda killed that option. The reason why I'm using actors is because I am able to modify the data of the actors like size, colours, and hero/glow etc.
Let's see how your method will turn out once Blizzard decides to implement the terrain controls.
How did you modify the terrain? There is claimed and unclaimed land, are you using a model for your actor or is it actually changing by using the data editor?
How did you modify the terrain? There is claimed and unclaimed land, are you using a model for your actor or is it actually changing by using the data editor?
All tiles are actors. So when I 'destroy' a wall I simply lower it to the ground and categorize it as a floor. That way I can then order a imp to find the floor and claim it which then changes its colour.
Yeah, I just don't use the data editor. It's my Kryptonite.
Do you manage the possibility for one worker to get killed while assigned to a work? For example you order an imp to conquer a terrain square and he gets murdered or he gets blocked before reaching it.
Does he get replaced by another worker?
Do you manage the possibility for one worker to get killed while assigned to a work? For example you order an imp to conquer a terrain square and he gets murdered or he gets blocked before reaching it.
Does he get replaced by another worker?
Well, I haven't made a code for creating new imps as of now but other imps will try to accomplish the job if one fails to do it. The code isn't done yet so I might have to do some more changes before I got a decent AI.
Anyhow, current change log:
Colour changes to the tiles. Darker tiles and better blending between normal dirt walls and reenforced ones.
Working on making the code multiplayer compatible during the weekend. It should now be working fine.
Semi implemented a UI. Trying to make it a bit different using Blizzard art just to avoid copyright and intellectual property infringement by EA. Seems like Blizzard are okay with us using their stuff across games.
That's all for now. I'll be making a new video when I got some more stuff working like building restrooms and chicken farms.
If tomorrow blizzard will patch the editor with terrain cliff height change triggers I'll start with my DK map too.
Hoping those editor changes will be HUGE
If tomorrow blizzard will patch the editor with terrain cliff height change triggers I'll start with my DK map too.
Hoping those editor changes will be HUGE
Exactly how do you keep imps from doing the same job?
I have an variable that makes sure that imps don't interrupt each other. Basically like a boolean. If true then don't interrupt, however, if false get the job done or die trying.
I have an variable that makes sure that imps don't interrupt each other. Basically like a boolean. If true then don't interrupt, however, if false get the job done or die trying.
No. Whenever a worker gets asigned a task within a specific job such as claiming paths they're first check whether there are any floor available. If there are some and that particular path isn't already being claimed by another worker, if not then skip task and go to another job.
If tomorrow blizzard will patch the editor with terrain cliff height change triggers I'll start with my DK map too.
Hoping those editor changes will be HUGE
Nope, no terrain support as of yet. How will you tackle this obstacle or will you delay your project until Blizzard decide to implement them?
Well, you know, you can always just use actors and use multiple deformed models to simulate terrain walls.
Yeah fuck that, today I started with game design and I suppose I'll start to develope it allowing me to choose between actors or terrain if blizzard is going to implement that :|
I'm really sad :(
Hoping that won't require 2 years as it did on WC3 TFT
Action definitions ARE triggers, who talked about data editing? :D
If you don't know what action definitions are then I suppose you used a single looping trigger that cycles each worker and assign him a job, am I correct?
"Is the AI designed through the Data Editor or the triggers?"
Anyhow, well, I pretty much did that. The initial plan was to simply incorporate some actions that always directed the imps to the next task after they're done but I found that while loops pretty much did the same thing.
EDIT: Are you referring to custom actions that accept parameters.
@redmarine: Go
Where do i download???
Pirate seal of approval. So sad at a lack of dk3 :(
@PirateArcade | I make games | Ask me things on Discord
Don't expect a map anytime soon. I'm not exactly in a hurry to develop the map considering that I have to prioritize more important tasks such as my school first.
Yep, they are ;)
However how you should know I'm going to work on a DK mod too, Hive Keeper name sounds good. I think I'll wait blizzcon to hear if they are going to add new triggers or not (like the terrain cliff height change).
I like your solution but the graphical result is not the same as using real terrain cliffs. Sure this is better then nothing but in the meanwhile I'll work on crush company that has been abandoned for 2 months :D
Well, I tried that idea but the lack of terrain control kinda killed that option. The reason why I'm using actors is because I am able to modify the data of the actors like size, colours, and hero/glow etc.
Let's see how your method will turn out once Blizzard decides to implement the terrain controls.
If they decide to, let's see with this 1.1 patch :|
However using cliff levels you can still add a colored layer on the higher ground just as you did with the conquered ground.
How did you modify the terrain? There is claimed and unclaimed land, are you using a model for your actor or is it actually changing by using the data editor?
All tiles are actors. So when I 'destroy' a wall I simply lower it to the ground and categorize it as a floor. That way I can then order a imp to find the floor and claim it which then changes its colour.
Yeah, I just don't use the data editor. It's my Kryptonite.
Do you manage the possibility for one worker to get killed while assigned to a work? For example you order an imp to conquer a terrain square and he gets murdered or he gets blocked before reaching it.
Does he get replaced by another worker?
Well, I haven't made a code for creating new imps as of now but other imps will try to accomplish the job if one fails to do it. The code isn't done yet so I might have to do some more changes before I got a decent AI.
Anyhow, current change log:
That's all for now. I'll be making a new video when I got some more stuff working like building restrooms and chicken farms.
If tomorrow blizzard will patch the editor with terrain cliff height change triggers I'll start with my DK map too.
Hoping those editor changes will be HUGE
Somewhat doubt it but we can always hope.
Exactly how do you keep imps from doing the same job?
I have an variable that makes sure that imps don't interrupt each other. Basically like a boolean. If true then don't interrupt, however, if false get the job done or die trying.
Is there some kind of timer?
No. Whenever a worker gets asigned a task within a specific job such as claiming paths they're first check whether there are any floor available. If there are some and that particular path isn't already being claimed by another worker, if not then skip task and go to another job.
No timer involved only methods.
http://us.starcraft2.com/launcher/patch-notes.htm
Nope, no terrain support as of yet. How will you tackle this obstacle or will you delay your project until Blizzard decide to implement them?
Well, you know, you can always just use actors and use multiple deformed models to simulate terrain walls.
Yeah fuck that, today I started with game design and I suppose I'll start to develope it allowing me to choose between actors or terrain if blizzard is going to implement that :|
I'm really sad :(
Hoping that won't require 2 years as it did on WC3 TFT