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    posted a message on Is this seemingly simple act possible???[Solved]

    @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.

    Posted in: Triggers
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    posted a message on Dialog Timer That Counts Up

    @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:

            Dialog - Create a label for dialog Timer Dialog Frame with the dimensions (200, 50) anchored to Center with an offset of (50, 0) with the text "00:00:00" color set to White text writeout set to false with a writeout duration of 2.0
    

    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.

    Posted in: Triggers
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    posted a message on Zone Control Ultra

    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.

    Posted in: Project Workplace
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    posted a message on Zone Control Ultra

    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:

    • 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.

    Posted in: Project Workplace
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    posted a message on A.I. Testing Wanted! - Zone Control Ultra

    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.

    Posted in: Map Feedback
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    posted a message on Custom Map AI?

    @Qiw: Go

    Yea, feel free to use whatever you find helpful :) If I add any major improvements, I'll keep you posted.

    Posted in: Triggers
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    posted a message on Custom Map AI?

    @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.

    Posted in: Triggers
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    posted a message on Trigger Exercise #5 - A Simple AI.

    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!

    Version 1.17 has the comments in the triggers.

    Posted in: Triggers
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    posted a message on need help implementing A* Pathing algorithm

    @maverck: Go

    Nice job, it looks good! What else are you trying to find help for on it?

    Posted in: Triggers
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    posted a message on Story Mode Upgrades
    Quote from Forge_User_59026135: Go

    wtf? bump after 45 minutes? you are new here... 45 hours is a reasonable time for a bump. don't want to answer anymore...

    but the answer is: banks

    b0ne123 answered your question. If there's something else you need to know, you should ask that instead of just writing "Bump."

    Posted in: Triggers
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    posted a message on In game text commands
    Quote from BasharTeg: Go

    The message will also appear in the message log whether you hide it or not. The best thing to do might be an edit box dialog that only you can see.

    Good to know, I didn't even think about the message log.

    Posted in: Triggers
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    posted a message on In game text commands

    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.

    Posted in: Triggers
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    posted a message on Integer Based Spawning - Need Help

    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.

    Posted in: Triggers
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    posted a message on Combat Shield upgrade not adding HP

    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?

    Posted in: Triggers
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    posted a message on Combat Shield upgrade not adding HP

    @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:

            Tech Tree - Add 1 to Marine - Combat Shield upgrade for player 15
    

    Not sure if that's the same thing you did or not. If it is, did you edit this upgrade at all?

    Posted in: Triggers
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