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.
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?
Nope. It's all coded. I haven't actually touched the data editor other than for making the tile.
What you mean by coded? I'm not asking you exactly how you did this step by step, I'm just asking what you used. Did you use triggers? If so, exactly what type of triggering, AI and AI Advanced? Just would like to know where to start if I'm going to be making a map like this. Also, a tutorial or even a brief explanation of job priorities would be nice. If not, just briefly explain, like Unit -> Issue Order. Something tells me you used the Queue for the Issue Order trigger.
Using the before and after existing orders will queue the order that's most valuable. For example, digging would done before existing orders making it first priority. Claiming land and walls will be after existing orders since they're more secondary jobs. If not that, you probably just use a variables with if then statements. As you trigger events, variables get set and the highest variables will be triggering the jobs. Am I even close?
I only made the triggers. I got the resource from Helral who got it from someone else.
Is the AI designed through the Data Editor or the triggers? In addition, you mentioned the workers are given a priority for each task. Is this also designed through triggers? If so, I would really like a brief explanation of it. Being that Starcraft 2 introduced the Data Editor, I'm having much trouble about how I wanna design certain behaviors and which feature I should use to make it possible.
Would definitely like to know how designed this map. I was thinkin' about not exactly making a clone of dungeon keeper, but something along the lines of controlling creatures and having them think for themselves as you design your base. What you did really surprised me, I'm not the best map maker so I really hope someone with experience could make this possible.
Dungeon Keeper was just so intense. There was this form of progression that no other RTS could even compete with. Even Starcraft 2 isn't as good as Dungeon Keeper and it dates back to 1997. I mean, you were to control a small army that you must literally raise. You level them up, feed them, give them a place to live, and even pay for them. If you didn't make them happy, you didn't have an army. Players ran into conflicts for gold and once you were breached by another player, you're stuck with him until one of you dies.
You could take over a players land, walls, and even rooms. Eventually, you can even take over their portal which would spawn more creature for you to control. Basically this game is by far the best strategy game I've ever played. If this game wasn't for just single player, I'd be playing it constantly. Would really like to see how you did some triggers and even models. Which makes me question, did you design them yourself?
Just curious, are those custom models? If so, you know any websites that share custom models?
Is there some kind of timer?
Exactly how do you keep imps from doing the same job?
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?
Was I even right with the Issue Order trigger?
What you mean by coded? I'm not asking you exactly how you did this step by step, I'm just asking what you used. Did you use triggers? If so, exactly what type of triggering, AI and AI Advanced? Just would like to know where to start if I'm going to be making a map like this. Also, a tutorial or even a brief explanation of job priorities would be nice. If not, just briefly explain, like Unit -> Issue Order. Something tells me you used the Queue for the Issue Order trigger.
Using the before and after existing orders will queue the order that's most valuable. For example, digging would done before existing orders making it first priority. Claiming land and walls will be after existing orders since they're more secondary jobs. If not that, you probably just use a variables with if then statements. As you trigger events, variables get set and the highest variables will be triggering the jobs. Am I even close?
Is the AI designed through the Data Editor or the triggers? In addition, you mentioned the workers are given a priority for each task. Is this also designed through triggers? If so, I would really like a brief explanation of it. Being that Starcraft 2 introduced the Data Editor, I'm having much trouble about how I wanna design certain behaviors and which feature I should use to make it possible.
Would definitely like to know how designed this map. I was thinkin' about not exactly making a clone of dungeon keeper, but something along the lines of controlling creatures and having them think for themselves as you design your base. What you did really surprised me, I'm not the best map maker so I really hope someone with experience could make this possible.
Dungeon Keeper was just so intense. There was this form of progression that no other RTS could even compete with. Even Starcraft 2 isn't as good as Dungeon Keeper and it dates back to 1997. I mean, you were to control a small army that you must literally raise. You level them up, feed them, give them a place to live, and even pay for them. If you didn't make them happy, you didn't have an army. Players ran into conflicts for gold and once you were breached by another player, you're stuck with him until one of you dies.
You could take over a players land, walls, and even rooms. Eventually, you can even take over their portal which would spawn more creature for you to control. Basically this game is by far the best strategy game I've ever played. If this game wasn't for just single player, I'd be playing it constantly. Would really like to see how you did some triggers and even models. Which makes me question, did you design them yourself?