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 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.
"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
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?
In Crush Company I used action definitions to assign AI to units.Inside the AD you can create a while loop that ends only when the unit dies. Then you add a waiting time (about 0.5 secs) and you can add all your actions.
To specify that a unit is assigned to a job you can add them behaviors after you give them the order, then you remove the behavior when they finish.
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?
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.
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
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?
@TrenixPL: Go
In Crush Company I used action definitions to assign AI to units.Inside the AD you can create a while loop that ends only when the unit dies. Then you add a waiting time (about 0.5 secs) and you can add all your actions.
To specify that a unit is assigned to a job you can add them behaviors after you give them the order, then you remove the behavior when they finish.
I think he did something like that ;)
You can still play this when it'll come out :D
@redmarine: Go
But still 16k doodads aren't heavy?
Did u test it with a slower computer?
I'm still worried about performances.
How is it with 128x128 actors?