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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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    posted a message on Why are most projects campaigns?

    The reason why most projects are campaigns is pretty simple: Because they're easier to devise, challenging to make, and they last longer.

    Let me elaborate: What is more fun in making a SCII project? Devising an universe and it's characters, work these to be identifable and easy to relate with, and put up a simple, straight adventure which ultimately alters their status quo. It can be a spoof/comedy like 'Bob the Cerebrate' or something epic like 'Flame Knives', but it's no less engaging to see fresh new faces, concepts, ideas and/or places other than those we're already so used to and tired of. And all those notes produced in Notepad, MS Word and others somewhat do feel like some progress was achieved, because we think about them, we reason, we balance the inifinite number of variables related to about everything.

    But it's no less challenging to make, and that often depends on the person's personal aims: How far is he willing to go, to make this story? How much can he do and what does he want? And above all, the ultimate question: Will I ever be able to finish it? This is quite common, especially in StarCraft campaigns, just look at all the EDAST series and you'll see what I mean. Often it's just too much work, or there are limitations, or even the worst-case scenario, constant, unrewarding frustration. That's why devising is fun, but often must be done VERY carefully, considering not only the potential, but especially limitations.

    Finally, the reason why they last longer, besides story, mechanics or characters is because they often offer a much more stronger experience than Arcade maps do. Arcade maps, true, are much more quicker and easier to make, but it's also a part of problem, because they're just minigames, they're just something for you to waste some time, and unless they happen to be very good or very interesting, they don't last long with audiences and aren't as inspiring as the idea of 'telling a story' or introducing something relatively new. Campaigns, on the other hand, have a greater ton of work, but feel ultimately rewarding for both the audience and the developer himself when it's finished.

    Posted in: General Chat
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    posted a message on Handling 'Add New Bully'

    @Bilxor: Go

    Yeah, well, going Overlords is also an option, but I wanted to open more options for AI, besides leaving Overlords all around, making a mess of things. I wanted the AI to be so *stubborn* that it'd stop at nothing to get what it wanted, and that's using every resource at it's disposal, including Creep Tumors.

    Fortunately, the previous issue with their bullies, themselves is fixed, the issue now, here, is that I wanted something a bit more easier compared to the painstaking work of spreading Tumor per Tumor for each player, manually setting up regions and triggers per wave interval. I just wanted something a bit easier and faster to do, but still with the same results, see?

    Posted in: Triggers
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    posted a message on Handling 'Add New Bully'

    Well, since I managed to make Creep Tumor bullies buildable, I've been trying to find another way then simply making Tumor bully after Tumor bully across the map, which's time consuming as well as performance-heavy, to not mention the triggers and timers to activate them.

    I've tried doing this 'Add New Bully' on the places which I wanted the new Tumors to be, but so far nothing, it's like those bullies didn't exist at all. Can anyone help out and, just a doubt, is there a limit below 20 for bully repeating times? If so, how I do I circumvent this?

    NOTE: It's not about the Tumors themselves, these are already fixed. It's about the 'Add New Bully' trigger.

    Posted in: Triggers
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    posted a message on Campaign AI issues

    Added something I forgot to tell yesterday.

    Posted in: Triggers
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    posted a message on Campaign AI issues

    Okay, so since the previous problems with streaming attack waves was solved, development had been, to put in on better terms, struggling. Unexpectedly, I also found a fix for something I wanted AGES ago, but couldn't back then, causing my previous campaign to be cancelled, because of that and other issues.

    But now, I've come with another big problem, and this time it's the Campaign AI, especially Zerg - It's still building bullies fine, just the way I wanted and it's even spreading Creep like I wanted it to, but there are two big no-nos which I thought I could ignore, but I can't, anymore. First of all is the Drones, they're not harvesting anything or doing anything pretending work, just standing idly by until they receive an order to build something. While I could order the existing ones to harvest at mission start, giving at least an illusion that stuff is happening, the bullies built won't do anything, and going manual will just strip them of their freedom to build, if the AI needs them to.

    Second is the expansions, and that's issue 2 - They're building the bullies fine, but the workers meant to work at the expansion are instead pulling back to the main base and not doing anything, not even recognizing that as an expansion like I wanted them to. This is what triggered me to ask some help on this matter, I even tried to work a bit about 'towns' triggers but I can't understand a single thing about what should I do or in what order to get things moving.

    Any help, anyone?

    /edit I'm using HotS dependencies. While you could say to just upgrade it to LotV, believe me, I tried it. And not only it DIDN'T solve the issues, it also introduced a load of new ones. So, well, no, that ain't an option, simply because I tried it.

    Posted in: Triggers
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    @aZergBaneling: Go

    Alright, ready up your eyeballs, because there's A LOT to be said with this one.

    For starters, the production value is really high with this one. This does reek (In a good way, I mean) of actual effort put in a whole lot of elements beyond custom models, and in that I mean the story, presentation, some of the action, particularly the final scene with the Dropships. The only thing missing from all of this, and which could be done with some careful selection, is truly some music, to set the pace of epicness you're likely aiming to achieve. It seems at least some of the characters introduced seem to set their personalities - one's a gifted in denial, the other's a detective, another is a war veteran, the jet pack one is easily happy-go-lucky, though I feel some others like the sniper could've used some extra time.

    The only nitpicks I have here, besides the lack of voice acting and some fidgets going a bit slow, is that some of the dialog feels a bit too rushed, as I had to pause at times to read some of those lines. Besides, the Protoss' monlogue mixed with the action detracted a bit, IMO, the introduction which seemed to hit most finer points and wasn't quite that much. Also, since it wasn't much told about this Protoss character, it'd be a lot more better if he were introduced as a surprise - picture Alarak in Nova: Covert Ops, which literally NO ONE was seeing it coming.

    But apart from that, really looking forward to this one. Seems custom campaigns in here are only starting to reach their golden age, I think...

    Posted in: Project Workplace
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    posted a message on The Neural Parasite Tentacle

    @DrSuperEvil: Go

    Can you specify that, in an actor line? Maybe that could work, especially in a very short timer and in both conditions mentioned above.

    Posted in: Data
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    posted a message on [SOLVED] The issue with Waypoints

    SOLVED

    It seems I found the solution, after all, after MONTHS of headache. I think I should share it, if anyone else would wish to make a streaming attack of their own too.

    My attack systems mostly run on random variables of multiple sorts - One for the type of attack wave, one for the quantity and type of units in the wave, one for the direction selected. As this one covers the streaming type, here's how it is - For each type and quantity of variable added, a trigger runs on a periodic timer (With a 'boolean' lock to prevent overlapping) in which each idle unit is selected, and then runs on a 'If-Then' procedure - If the unit is the type I want, it's added to a local 'idle' group.

    Then, I pick the supposed quantity (Qty) out of the 'idle' group, take it OFF that group and add to an exterior unit group (Non-local) which then runs on a waypoint pattern I wish. Of course, according to a bit of delay to avoid issues.

    It's not so perfect, but it's my best shot and I believe it works. Guess I can now continue work and the campaign won't die, it seems.

    Here's an image of the example I mentioned.

    Posted in: Triggers
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    posted a message on The Neural Parasite Tentacle

    I've managed, to an extent, make the Neural Parasite (With tentacle, mind you) be managed and make the Infestor able to move while mind controlling the unit. The biggest issue, now, is the glitch side-effect: When it expires or the mind controlled unit dies, the tentacle doesn't dissappear. It merely stays there, right at the spot where the former unit was.

    Has anyone an idea of how to solve this? P.S: It's modified original, not duplicated or anything.

    Posted in: Data
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