I feel like you might've had the Hostile player set when you placed them using the Unit Palette. If that's not the case, go into Data > Units/Structures > Mineral Field > look up "neutral" or "hostile" and get back to me. You might have an error in the default AI response for this object, since all resources default to neutral.
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Jan 9, 2017InsaneMst posted a message on Cant gather from minerals fields, they are hostile???Posted in: Melee DevelopmentQuote. I did this mistake once when developing my AI. I wondered for a while why it didn't work... till I found this :P
Jan 9, 2017Posted in: Project Workplace
Yes, it is with .ogg files. The VO sounds for said units have facial controllers that work with other portraits.
If you've played or watched playthroughs of Bilxor's Lifeforce campaign, the Enforcers use an unised marine portrait and the Warhound reaponse sounds. I also tested the Hellbat response sounds with one o the WOL colonist portraits and the facial animations also worked.
In short, you would just have to use one generic muted sound using one of those .ogg files to trigger the facial animation on the transmission portrait. One custom action definition with that one sound link should do the trick.I tested just now this trick. The problem is it doesn't work always. For example I tried to use the default marine portrait with LocalizedData\Sounds\VO\zVO_TerranWarhound_MercCommander_010.ogg. It doesn't do anything. I choose this one beacuse it's a bit longer, and a longer sound is better for more variations in lips movements... And yes, I tested it with a full working library. It works with the correct sounds.I will probably release the library once some more polishing is done in a sort of beta state. And everyone will be able to suggest better sounds or tricks whenever they can be applied.So if you know some sounds that work with tricks I will gladly add them this way. I'm afraid we still must do everything on a sound by sound basis.
Jan 9, 2017Posted in: Tutorials
If you think it's not appropriate, as I wrote, feel free to delete this ;)
Edit: I told you this because I cannot explain how to make my library. That would be by far too complex for a tutorial, and I am not willing to do so. I just don't have time to explain everything in full details.
Tell me if I need to delete this. Still, from a progammer point of view it seems to me stange that every modder should reinvent the wheel.
When someone made a library, why you should redo everything from scratch? Use it or analyze it if you really really want to do on your own. If you need to use visual processing techniques, you just download OpenCV, and you don't care so much of what they do under their hood (from a technical point of view, from a theoretical one you should very well know). Hope I've explained well :)
Jan 8, 2017Posted in: Tutorials
Hi all, this tutorial is about my custom library, InsaneAI.
I don't know if I can post it here, since it's not about default editor functionalities.
However, since I saw many people asking around infos about AIs, I think the informations used in this tutorial, while referencing my own custom functions and actions, can be used to learn more about how to code an AI.
After all my code is free for everyone to see.
If moderators think that's not the case, feel free to delete this thread or move in in a more appropriate section. Cheers! :)
Jan 8, 2017Posted in: General Chat
People usually loves their character. As long as it is customizable. So same character but with customization option. The more the better, but with relevant choices.
Something sometimes the modern RPG industry seems to forget about *sigh*.
Since there is no such answer in the pool, I didn't vote, by the way :P
Jan 7, 2017Posted in: AI Development
I think the AI will automatically use them as long as they are aware of them. The AI is actually pretty smart when it comes to finding units to build other units. Some times when you create a unit or order the unit around with triggers then the AI loses awareness of it.Every time you issue an order to a unit, the unit will be script controlled. Use suggest order instead. If you can keep track of the unit, after the issue order, you can disable script control and wave usage for an unit to return it to its default state. I also use this method to make units follow my orders in my library and then resume their "intelligent AI driven action".To provide my two cents on the topic, if you use a custom worker unit, a campaign AI with bullies or stocks should work fine as long as it is properly setted in data editor. So modifing a default worker unit is the way to go here :)
Jan 7, 2017Posted in: Trigger Libraries & Scripts
v1.1 - Jan 06, 2017 :
- Fixed bug in Issue Orders to detectors units. Wrong index was used. Reported by Ahli634.
- Overhaul of variables structure. Now everything uses records!
- Improved alignement of structures in supply regions.
- Improved rebuild behaviour.
- Custom resource support added.
- Better hints and grammar.
- Supply structures can now use abilities too.
- Reduced the overall number of cycles of the AI, resulting in a slight improvement in performance.
Also uploaded two other libraries, if anyone is interested: InsaneCredits and InsaneDebug. You can follow the link in my signature.
Jan 6, 2017Posted in: Trigger Libraries & Scripts
InsaneCredits is a library I've worked on in the past few weeks.
When playing the Nova campaign, i was impressed by the end credits and I started thinking: wouldn't it be great if there was an easy way to do so in custom maps too?
Then I startet working on it and I came up with this library.
The main features are:
- Customizable professional and Blizzard like scrolling credits
- Support for style and color customization
- Support for custom backgrounds
- Support for custom camera
- Support for custom fading
- Support for multiplayer environment
- Support for pause, resume and skip
I upload two attachments. In one I replicated the Mass Recall team credits. They were huge, and perfect to show how credits work.
In the second one I put other credits, simpler, with different everything.
If anyone is interested, it's here for you to see and use.
Hope you enjoy.
Jan 3, 2017Posted in: Project Workplace
Interesting... I will for sure make extensive test of that. If it's true for every portrait the library will be easy to make and very flexibile (one still need to use the muted sound trick, but only with one sound is much easier to do).
Jan 2, 2017Posted in: Project Workplace
I believe the response sounds of HotS units such as the hellbat and warhound have facial animations that work with any portrait model, so it wouldn't be necessary to create a bunch of muted sounds with facial animations and a trigger library to manage them.
Any proof of that? I see everything done with .ogg files...
I would definitely use this, since I aim to create classic-style campaigns.
Nice to hear that :)
Dec 25, 2016InsaneMst posted a message on Theres a Galaxy Editor Bug Thread, but no Sc2Mapster Bug Thread?Posted in: General Chat
Yes, sometimes .zip are reffered to as archives... maybe that's the reason...
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