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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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    posted a message on LotC much closer to completion than you think...

    @GalaxyCross: Go

    Yeah, truth be told, I was too expecting something a bit more, I won't lie. I mean, Oracle insisted we reached the 3.5k view mark so he'd release it, I thought I was going to see a mission sneak peek or even an alpha match against a casual computer, like UPL vs Zerg.

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

    @ArcaneDurandel: Go

    Well, I won't do that, because it's simply too big and too messy to understand, despite my efforts to organize it. That's because it encompasses, at least, SIX Zerg AIs and the respective, single unit types, mostly base units like Lings, Banes, Roaches, Hydras and Mutas. It's mostly ran on variable calculations on Random Integer for both unit quantity (per difficulty), lane selection (per stage progress), timing and even the number of individual 'waves' sent. Yeah, it's kind of a giant math monster for a simple tug-of-war segment.

    What I can do is summarize what I attempted thus far. First was the simple 'pocket' stuff, copied mostly from WoL's 'Breakout' mission to begin with, but it kind of ran stale by the 13th test run. It wasn't fast or intense enough, and didn't feel zergy, hence why I changed it to 'streaming', it makes sense with them. Pocket/balls are more Terran/Protoss stuff.

    Of course I tried insisting on individual AI waves, based on the repetition count of how many times it'd be done, each lane individually configured. The BIGGEST problem is exactly the delay between waypoints. While you can argue it's the quantity I've put, it's that I don't want them to wander off the tracks because of some battle or anything. The delays are between 3-7 seconds ingame and thus, as the units are sitting around, doing nothing, traffic clutters up, and I consider it fatal. You can't factor different speeds into this because it's a single type of unit, all have the same speed and all reach the point at the same time, but somehow they get stuck up because... reasons!

    As an alternative, I've tried going the 'manual' way, aka 'Pick units, order them, etc.' Now, it'd save a lot of AI use, it'd just need to rebuild bullies, as well as it'd be ideal, weren't for THREE problems, exactly with 'lassoing' the units. First of all, as you use the 'pick units' trigger and set the max count, there's a BIG chance it'd pick up the same unit, already doing it, over and over. Now, the solution would be assigning it to a unit group dedicated to the attack wave, but it'd only solve THAT problem. Second, I don't know why they didn't do it, but Blizzard DIDN'T put a 'Unit is Idle' condition, which'd make this task IMMEASURABLY for the better, as separating the chaff from the wheat (idle from busy units), would allow me to put new pairs of units or a single new unit, not the same over and over. And finally, and this is a big one, somehow they mostly won't go for it unless I try what I tried below, the third thing.

    The third was an attempted hybrid of both mentioned above. The procedure is this, it'd mount the attack wave, launch it, add it to a particular group, then cancel the wave and use the units lassoed in the unit group to order manually. Would sound brilliant, except the AI overrides stuff and just sends them home, staying still, save for some exception which are more a glitch, as the AI pathing delay is still there.

    I'm literally on the verge of cancelling this work here because of this one thing. Note: It's the first mission, and terrain and script for virtually the whole campaign was done virtually THREE MONTHS AGO!

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

    Sorry for the delay, I was frying some frenchies for dinner. Tasty... ;)

    @LucidIguana: Go

    Quite impossible, as there's separate waves per unit type, so speed shouldn't be a problem, especially between Zerg units. The issue is, they wait a bit on each waypoint, when they should be moving, and then when the other units catch up, it clumps up and screws everything. That's the issue here, the delay the units have, moping in the waypoint, something you'll notice doesn't happen in either WoL/HotS/LotV campaign missions.

    @AlexanderNova: Go

    Already tried that, didn't budge much. An alternative would be to do the AI version of issuing order, but there's no queue ability to it (Replace Existing Order/After Existing Order). And as I said, it'd be pretty easy to either cut corners and do off-map/burrowed spawning or do as you say and make it twice as masochistic, but it wouldn't sell either way. I WANT to make sure the AI *IS* building and sending units on it's own, or at least an illusion of it, with as little to no gimmick to it as possible.

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

    The same. Let me be more specific.

    The tug-of-war segment I'm creating is to use streams, kind of like the Zerg rushes from the LotV final mission (The Keystone defense mission), to differentiate the Zerg waves from Terran/Protoss, which walk in pack.

    Normally, you'd just need to set up/copy the triggers from that mission. But the thing is, I wished to use the AI for that. In other words, I want the AI to build the units (Bullies already got that covered), or use those already available in his base, instead of just spawning them off corners, giving the impression of a real tug-of-war segment.

    Too much confusing an explanation, isn't it?

    Posted in: Triggers
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    posted a message on LotC much closer to completion than you think...

    MISSION ACCOMPLISHED

    I, as sort of the unofficial spokesman of LotC to SC2Mapster, am glad to inform we hit the official 3.5k like mark needed for the gameplay video. It'll be sent to Jayborino, soon, where you'll get to see what you're gonna play with in a matter of months.

    Keep your ears up for further updates! :D

    Posted in: General Chat
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