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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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    posted a message on Max number of workers per player?

    @DOOMEDEARTH: Go

    U know what, I take it back, because the main issue is the Zerg AI anyways. It's getting itself limited to how many workers it builds, no matter how many bullies I put it, as well as some stuff it won't simply build at all.

    Posted in: Triggers
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    posted a message on Max number of workers per player?

    I've set my Zerg players each to build about 24 workers per main base and 8 per expo, and even without supply restraints they build about a max of 8 to 12 workers, only building more if there are vespene geysers needing extraction?

    Anyone else with this issue?

    Posted in: Triggers
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    posted a message on [Request] Zeratul and Tasadar as purifier
    Quote from CybrosX: Go

    @DeltaCadimus: Go

    You meant this? :o

    There you go.

    Posted in: Requests
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    posted a message on [Request] Zeratul and Tasadar as purifier

    @CybrosX: Go

    IMO? Reduce or get rid of the broad shoulders. They often look more like a Zealot with a warp blade than Zeratul, alright.

    Just suggesting.

    Posted in: Requests
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    posted a message on Action Definitions

    @Bilxor: Go

    It's something like this, since it's meant to be semi-automated:

    You have Type A of unit and Type B of unit.

    If: Type A numbers < Type B numbers

    Then: Return Type B

    Else: Return Type A

    Posted in: Triggers
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    posted a message on Action Definitions

    I've kind of copied the 'A or B option' preset used for the final WoL mission, the one which determines which type of unit used. But now I want to modify it so that, if the number of A units is smaller than B units, the AI should use the B unit instead. This is most particular for Zerg since the burrowed and unburrowed types are independant and not linked. Any ideas?

    Posted in: Triggers
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