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    posted a message on Adding new worker type for AI to use.

    I just made a probe copy for a Purifier campaign (I want both that probe and the normal Protoss probe to be separate), but I still need to include it in the AI's 'can control and should' list. Any hints on how to do it, even on galaxy?

    Posted in: AI Development
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    posted a message on AI building twice when activated

    I just made a map with LotV dependencies, everything set up nice and tidy, except for this really weird issue that, when the AI starts, it thinks all living units, who are set to bullies, are dead and starts building doubles for stuff already alive and not needing replacement. Anyone else had this?

    Posted in: AI Development
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    posted a message on Nova Mission Pack 3

    New stuff revealed by Blizzard. Particularly like the BC that can attack multiple targets, will give me a chance to do some interesting units, pretty recalling Red Alert 3 Sickels (Ironically one of the few good, original units pf that game, per say).

    http://us.battle.net/sc2/en/blog/20372509/

    Posted in: General Chat
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    posted a message on Roach 'Smart Burrow' freezing map

    @nolanstar: Go

    No I want something I can trigger according to difficulty, not make it automatic for all difficulties.

    Posted in: AI Development
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    posted a message on Woman Voice Needed

    @CybrosX: Go

    Have you tried Voice Acting Alliance? Plenty of underground VAs there could help you out and last time I was there it was free. Just audition, have a pronunciation guide, be patient and specific in your character/lines and you might get something.

    Posted in: Audio Development
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    posted a message on [Showcase] SoulFilcher's models

    @R0binicus: Go

    Interesting images, though one thing I don't like, I'm getting tired of and I'm sure people will agree with me, is the old bull of 'Red is Bad' cliche, in which even the Dominion was made blue, all just to say, 'oh, these are the good guys!'. With the Tal'Darim, I can understand you can't avoid it, but forcing red and blue to sides that don't even fit doesn't even make the slightest sense, at all. I mean, what was the best part in Dawn of War? The Blood Ravens, why? 'Coz they didn't care about the red color!

    Oh, sorry, just venting a bit. And I'm just tired of that cliche, just that.

    Posted in: Artist Tavern
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    posted a message on Alexei Stukov/infested Co-op Commander/maps

    @SoulFilcher: Go

    I hope so, too. Tentacles and growth just can't be a corner-cut for 'oh, it's infested'. But I'm more interested if, in later levels, there'll be speed/armor/attack upgrades for all infested bio (Colonist, Volatile and Marines). They had their role done in Outbreak and the NCO, but would look pretty awful and undesired in coop.

    Posted in: General Chat
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    posted a message on Starcraft 2 coop Upcoming commanders

    @SoulFilcher: Go

    Definitely Horner/Valerian for fleet based, as Bio/Mech/Ghost were covered (Raynor/Swann/Nova). Zerg will definitely be Dehaka, now that Stukov is confirmed. And for Protoss we'll surely get Talandar in all his Purifier glory.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Fungal Growth use on Structures

    @R0binicus: Go

    Have you tried looking into the FG's 'Search' effect Filter? Though it can be targeted, remember that the ability and the search engine have two different filters for unit/building picking.

    Posted in: Data
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    posted a message on Roach 'Smart Burrow' freezing map

    @Alevice: Go

    Attached a txt file for better read

    Posted in: AI Development
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    posted a message on Blizzcon 2016

    FRESH NEWS

    Okay, so we got the release date for the third Nova mission pack - November 22nd.

    Also, new Co-op missions and a new Coop commander - Stukov.

    Posted in: General Chat
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    posted a message on Roach 'Smart Burrow' freezing map

    Based on the custom AIs designed for the Blink Stalker, the enemy Warp Prisms and the heroes in the last LotV campaign mission (Salvation), I tried to do a custom AI function for the Roach, meant for him to burrow when half his health, pull back if he has burrowed movement researched and unburrow if there's no enemies close by, he regened enough health or if there's a melee unit for him to ambush. The big problem is that something in that code is freezing the test map altogether. Either a wait command or something, I can't tell, and I really could use someone used with Galaxy to help me point it out.

    Here's the code.

    void gf_AIRoach (int lp_owner, unit lp_roach, unitgroup lp_nearbyUnits) { Variable Declarations unitgroup lv_enemyGroup; point lv_point;

    Variable Initialization lv_enemyGroup = UnitGroupEmpty();

    Implementation lv_enemyGroup = libVCMI_gf_AITacticalEnemiesWithinRange(lp_roach, 8.0, UnitFilter(0, 0, (1 << c_targetFilterStructure) | (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32)) | (1 << (c_targetFilterInvulnerable - 32)))); Wait(1.0, c_timeAI); if ((TechTreeUpgradeCount(UnitGetOwner(lp_roach), "Burrow", c_techCountCompleteOnly) == 1) && (UnitGetPropertyFixed(lp_roach, c_unitPropLifePercent, c_unitPropCurrent) < 50.0)) { libNtve_gf_AICast(lp_roach, Order(AbilityCommand("BurrowRoachDown", 0))); Wait(2.0, c_timeAI); if ((TechTreeUpgradeCount(UnitGetOwner(lp_roach), "TunnelingClaws", c_techCountCompleteOnly) == 1)) { lv_point = PointWithOffsetPolar(UnitGetPosition(lp_roach), -2.0, UnitGetFacing(lp_roach)); libNtve_gf_AICast(lp_roach, OrderTargetingPoint(AbilityCommand("move", 0), lv_point)); }

    Wait(RandomFixed(5.0, 10.0), c_timeAI); while (!(((UnitGetPropertyFixed(lp_roach, c_unitPropLifePercent, c_unitPropCurrent) >= 80.0) || (UnitCountAlliance(UnitGetOwner(lp_roach), c_unitAllianceEnemy, RegionCircle(UnitGetPosition(lp_roach), 0.8), UnitFilter(0, 0, (1 << c_targetFilterPlayer) | (1 << c_targetFilterAlly) | (1 << c_targetFilterNeutral) | (1 << c_targetFilterStructure) | (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32)) | (1 << (c_targetFilterInvulnerable - 32))), 0) >= 1) || (UnitGroupCount(UnitGroupFilterAlliance(lv_enemyGroup, UnitGetOwner(lp_roach), c_unitAllianceEnemy, 0), c_unitCountAlive) <= 1)))) { Wait(1.0, c_timeGame); } libNtve_gf_AICast(lp_roach, Order(AbilityCommand("BurrowRoachUp", 0))); Wait(35.0, c_timeAI); }

    Sorry if that's illegile, I don't know how to put in in XML text.

    Posted in: AI Development
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    posted a message on Blizzcon 2016

    @OutsiderXE: Go

    My expectations could be:

    - Something clearly related to Diablo. They're still trying to make up for D3, after all.

    - Possibly Warcraft IV (Let's be fair, after SIX expansions, I'd say we had *enough* of WoW)

    - Alarak's DLC (Most probable, they'll milk him dry) and possibly a teaser for Nova's final mission pack.

    - An Overwatch expansion.

    - Another Heroes expansion focused on either StarCraft again (Protoss or Zerg) or perhaps Overwatch, with Omnic-centric maps.

    - More news regarding Hearthstone.

    - Future plans for SC II, WarCraft, Heroes of the Storm and others. Yup, SC III will take a LONG time and we'll have kids long before it.

    Posted in: General Chat
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    posted a message on [Showcase] SoulFilcher's models

    @SoulFilcher: Go

    Yeah, one of these included some space station assets, mostly recolored from the Shadow Ops platform from LotV. We can pretty sure bet one of the three missions will be a space station.

    Posted in: Artist Tavern
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    posted a message on Making AI ignore combat when rebuilding

    The main issue is the AI waiting for the siege on his base to end before starting to rebuild stuff. Any ideas on how to circumvent it, like, make AI ATTEMPT to rebuild stuff even if hell is raining all around him?

    Posted in: Triggers
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