I'm not near the editor or anything but I believe that one of the options for sending a text message is to send it to "all players". Which you can change, and I think that is of that "player group" type. There is a function that's something like 'convert player to player group' that should be the option you're looking for. I'm just going off of memory here though.
I just tried this out, and the only odd thing I found was where you created the label. I'm not sure if you cut off the extra text just for this post or what, but on the test map I set up, it looks like this:
Since it already has you set where to anchor it, is there a reason why you're trying to move it? I also tested out the move function and it seems to work with this setup, just type "-move" in the test map to see. I hope this helps.
Lowered costs on upgrades and bunkers to speed up the pace of the game.
Bunkers now cost 225 + (25 * Number of current bunkers)
Weapons/Armor start at 25 and increment by 25 (was 50/increment 50)
Bunker kills will now give more minerals. Late game was proving that the reward to kill a bunker didn't match its effort. Killing a bunker now grants the same amount of minerals it will cost the enemy player to replace it. Since this system scales, players dominating the map will not gain as many minerals as a losing player taking zones from a winning player.
I've been working on an AI for my map Zone Control Ultra. Since my map isn't high on the popularity list, the AI has proven to be a nice feature to have, whether you want to fill those last (or many) empty slots for a full game, or just want something to practice against. The AI system so far isn't too bad off, definitely not perfect, but I would love to make it better! Here's a list of some of what it currently can do:
Makes decisions on who to attack based on an 'army scoring' formula
Has some *limited* micro features such as:
Automatic Stimpacks (but won't stim to death)
Moving wounded units behind the front line so they can still stay in the fight and not die.
Retreating from losing battles
Moves all units in range so they can all attack.
Something I like to call 'Bunker Charging' - Units surround a bunker, use stimpacks, and focus fire that bunker down.
Decides on its own the best purchases to make (Purchase a new zone, upgrade weapons or armor) to overcome whatever its enemies have done.
If anyone would like to give the AI a try, Zone Control Ultra is live on the NA server. All you need to do is add computers in the lobby, select their difficulty (The only difference in difficulty right now is how much upgrades/bunkers cost for the AI) and the AI will take over from there! If you find anything wrong with the AI please post here or PM me with some basic information on what happened, map size, how many different players (Computer and Human) in the game, etc. Or similarly if you can think of things that the AI can try to do to be better, please list the same type of information.
Thanks to anyone who tries help or gives any sort of feedback. Good or bad, it will be much appreciated! As I mentioned, you can find the map on the NA server or here.
I've been working on an AI for my map Zone Control Ultra. Since my map isn't high on the popularity list, the AI has proven to be a nice feature to have, whether you want to fill those last (or many) empty slots for a full game, or just want something to practice against. The AI system so far isn't too bad off, definitely not perfect, but I would love to make it better! Here's a list of some of what it currently can do:
Makes decisions on who to attack based on an 'army scoring' formula
Has some *limited* micro features such as:
Automatic Stimpacks (but won't stim to death)
Moving wounded units behind the front line so they can still stay in the fight and not die.
Retreating from losing battles
Moves all units in range so they can all attack.
Something I like to call 'Bunker Charging' - Units surround a bunker, use stimpacks, and focus fire that bunker down.
Decides on its own the best purchases to make (Purchase a new zone, upgrade weapons or armor) to overcome whatever its enemies have done.
If anyone would like to give the AI a try, Zone Control Ultra is live on the NA server. All you need to do is add computers in the lobby, select their difficulty (The only difference in difficulty right now is how much upgrades/bunkers cost for the AI) and the AI will take over from there! If you find anything wrong with the AI please post here or PM me with some basic information on what happened, map size, how many different players (Computer and Human) in the game, etc. Or similarly if you can think of things that the AI can try to do to be better, please list the same type of information.
Thanks to anyone who tries help or gives any sort of feedback. Good or bad, it will be much appreciated! As I mentioned, you can find the map on the NA server or here.
I've been seeing a few of these types of posts lately, if you want you can check out what I did for AI in my map. Read more about what it can do and if it might help you here.
I've seen a few posts about custom game AI, while I'm no expert, I thought I'd show others what I used in my map Zone Control Ultra. I didn't put this together just for this exercise, its something my map needed :) Its not super complex, but here's a small list of what it can do in my map:
Makes decisions on who to attack based on an 'army scoring' formula
Has some *limited* micro features such as:
Automatic Stimpacks (but won't stim to death)
Moving wounded units behind the front line so they can still stay in the fight and not die.
Retreating from losing battles.
Decides on its own the best purchases to make (Purchase a new zone, upgrade weapons or armor) to overcome whatever its enemies have done.
And can make a boring 3 person game into a more exciting 8 person full house! That's what really counts anyway, right? :)
Anyway, I just got done commenting out as much as I could think of for the AI section of my map (I have a very bad habit of not commenting at all, so the rest isn't really commented). I know that it can definitely be improved and I'm always trying to tweak it to be better. If anyone has suggestions to make it better or even questions on what I did, feel free to let me know!
Some other maps use the "Clear Text Messages" action so that other players won't see the command they wrote. I don't think its perfect, it'll still show that command for a split second and it will also clear all of the text messages on the screen, including the non-commands.
Sorry if my assumptions aren't accurate, I'm only going off of the two triggers that you provided. From what I can see (unless you need it for something else) the trigger "Bandits Re-spawn 001" isn't really needed. Your condition in "Bandits Spawn 001" counts the number of living units in "bandits unit count 001." So you wouldn't need to remove the dead ones as they aren't being counted anyway.
With the way the first trigger ("Bandits Spawn 001") is set up, it will never respawn your units. It only executes when game time has reached two seconds. If you want that trigger to be ran again, you'll either have to change the event to some sort of periodic even (ie every 2 game seconds) or you can add in a line "Run Trigger" in any of your other triggers (if you have any) that would run your first trigger again. There's an option in Run Trigger to ignore your conditions from that trigger if you need.
I used "Add Upgrade Level For Player" and it looks like you used "Set Upgrade Level For Player." I would think that they'd work the same for this, but maybe they don't even though we're just upgrading to level 1? Try using "Add Upgrade Level For Player" and see if that changes anything?
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@joecab: Go
I'm not near the editor or anything but I believe that one of the options for sending a text message is to send it to "all players". Which you can change, and I think that is of that "player group" type. There is a function that's something like 'convert player to player group' that should be the option you're looking for. I'm just going off of memory here though.
0
@godofrndmobjcts: Go
Hi godofrndmobjcts,
I just tried this out, and the only odd thing I found was where you created the label. I'm not sure if you cut off the extra text just for this post or what, but on the test map I set up, it looks like this:
Since it already has you set where to anchor it, is there a reason why you're trying to move it? I also tested out the move function and it seems to work with this setup, just type "-move" in the test map to see. I hope this helps.
0
Still looking for any AI testers!
Version 1.19
Fixed minor AI bugs and optimized code some.
Lowered costs on upgrades and bunkers to speed up the pace of the game. Bunkers now cost 225 + (25 * Number of current bunkers) Weapons/Armor start at 25 and increment by 25 (was 50/increment 50)
Bunker kills will now give more minerals. Late game was proving that the reward to kill a bunker didn't match its effort. Killing a bunker now grants the same amount of minerals it will cost the enemy player to replace it. Since this system scales, players dominating the map will not gain as many minerals as a losing player taking zones from a winning player.
0
AI Testers Wanted!
I've been working on an AI for my map Zone Control Ultra. Since my map isn't high on the popularity list, the AI has proven to be a nice feature to have, whether you want to fill those last (or many) empty slots for a full game, or just want something to practice against. The AI system so far isn't too bad off, definitely not perfect, but I would love to make it better! Here's a list of some of what it currently can do:
If anyone would like to give the AI a try, Zone Control Ultra is live on the NA server. All you need to do is add computers in the lobby, select their difficulty (The only difference in difficulty right now is how much upgrades/bunkers cost for the AI) and the AI will take over from there! If you find anything wrong with the AI please post here or PM me with some basic information on what happened, map size, how many different players (Computer and Human) in the game, etc. Or similarly if you can think of things that the AI can try to do to be better, please list the same type of information.
Thanks to anyone who tries help or gives any sort of feedback. Good or bad, it will be much appreciated! As I mentioned, you can find the map on the NA server or here.
0
I've been working on an AI for my map Zone Control Ultra. Since my map isn't high on the popularity list, the AI has proven to be a nice feature to have, whether you want to fill those last (or many) empty slots for a full game, or just want something to practice against. The AI system so far isn't too bad off, definitely not perfect, but I would love to make it better! Here's a list of some of what it currently can do:
If anyone would like to give the AI a try, Zone Control Ultra is live on the NA server. All you need to do is add computers in the lobby, select their difficulty (The only difference in difficulty right now is how much upgrades/bunkers cost for the AI) and the AI will take over from there! If you find anything wrong with the AI please post here or PM me with some basic information on what happened, map size, how many different players (Computer and Human) in the game, etc. Or similarly if you can think of things that the AI can try to do to be better, please list the same type of information.
Thanks to anyone who tries help or gives any sort of feedback. Good or bad, it will be much appreciated! As I mentioned, you can find the map on the NA server or here.
0
@Qiw: Go
Yea, feel free to use whatever you find helpful :) If I add any major improvements, I'll keep you posted.
0
@PatchOne: Go
I've been seeing a few of these types of posts lately, if you want you can check out what I did for AI in my map. Read more about what it can do and if it might help you here.
0
I've seen a few posts about custom game AI, while I'm no expert, I thought I'd show others what I used in my map Zone Control Ultra. I didn't put this together just for this exercise, its something my map needed :) Its not super complex, but here's a small list of what it can do in my map:
Anyway, I just got done commenting out as much as I could think of for the AI section of my map (I have a very bad habit of not commenting at all, so the rest isn't really commented). I know that it can definitely be improved and I'm always trying to tweak it to be better. If anyone has suggestions to make it better or even questions on what I did, feel free to let me know!
Version 1.17 has the comments in the triggers.
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@maverck: Go
Nice job, it looks good! What else are you trying to find help for on it?
0
b0ne123 answered your question. If there's something else you need to know, you should ask that instead of just writing "Bump."
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Good to know, I didn't even think about the message log.
0
Some other maps use the "Clear Text Messages" action so that other players won't see the command they wrote. I don't think its perfect, it'll still show that command for a split second and it will also clear all of the text messages on the screen, including the non-commands.
0
Sorry if my assumptions aren't accurate, I'm only going off of the two triggers that you provided. From what I can see (unless you need it for something else) the trigger "Bandits Re-spawn 001" isn't really needed. Your condition in "Bandits Spawn 001" counts the number of living units in "bandits unit count 001." So you wouldn't need to remove the dead ones as they aren't being counted anyway.
With the way the first trigger ("Bandits Spawn 001") is set up, it will never respawn your units. It only executes when game time has reached two seconds. If you want that trigger to be ran again, you'll either have to change the event to some sort of periodic even (ie every 2 game seconds) or you can add in a line "Run Trigger" in any of your other triggers (if you have any) that would run your first trigger again. There's an option in Run Trigger to ignore your conditions from that trigger if you need.
I hope this helps some.
0
I used "Add Upgrade Level For Player" and it looks like you used "Set Upgrade Level For Player." I would think that they'd work the same for this, but maybe they don't even though we're just upgrading to level 1? Try using "Add Upgrade Level For Player" and see if that changes anything?
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@Vortexx2010: Go
I just tried this trigger on a new map and it seems to go fine. The marine's health went from 45 to 55:
Not sure if that's the same thing you did or not. If it is, did you edit this upgrade at all?