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    posted a message on How to hide AI Players in the Lobby?

    Yeah, I did that, but the 2 AI player that are the bases still show up in the lobby. Is it possible to not show them at all?

    Posted in: Data
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    posted a message on [Solved] Validator if unit has a behavior enabled/disabled

    @Chewiest: Go

    Arf, one of those times when you find the solution just after posting the question! I think actually writing and asking the question made it clearer in my mind, that's how I found.

    If anyone reads this and is interested in the solution, I used the "Unit Compare Ability Level" validator for my 'DefendIsOn' and 'DefendIsOff' validators. If the ability is disabled, its ability level will be 0.

    Since the ability is a toggle on/off, you need to think of the state in which it is before you apply it (here, I want to turn it off when the fight is over). My auto-cast for the footman's Defend ability is something like: (DefendIsOff AND EnemiesNearby) OR (DefendIsOn AND NoEnemiesNearby)

    Posted in: Data
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    posted a message on [Solved] Validator if unit has a behavior enabled/disabled

    Hi,

    I'm trying to have a footman auto-cast its "Defend" ability in a war3 map. The footman has an Ability called "Defend", of type behavior. It has the flag "toggle" and can be turned on/off with buttons defined in the Ability: Commands+. (We can assume here that the research requirement is fulfilled). The corresponding behavior is called "Defend (trigger dummy)" and will do some model and damage response modifications when enabled.

    I need a Validator to check if this behavior is enabled or disabled on the unit, or equivalently if the ability is toggled on or off.

    I created a "DefendIsOn" validator of type "Unit Compare Behavior Count" that checks count of "Defend "Trigger Dummy", but it doesn't work since then footman never has this dummy behavior (it only has the ability on/off).

    Can you help me please?

    Posted in: Data
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    posted a message on How to hide AI Players in the Lobby?

    I'm also interested in the answer this this question.

    Posted in: Data
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    posted a message on [Solved] Explanations on Headhunter -> Berserker morph

    Hi Renee, I'm wondering how you implemented the transition from Headhunter to berserker when the upgrade is finished. Did you use a game trigger ? Or some other mechanism?

    Also looking at the code I think that the Troll Regeneration upgrade doesn't have the effect of setting the regeneration to 1.5 (I think it just doesn't do anything).

    Thanks in advance!

    Posted in: Warcraft Modding
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    posted a message on Smart cast in tug of war wave

    Thanks for the replies. I found out how to do.

    After finding this helpful link: http://www.sc2mapster.com/forums/development/data/13743-how-does-auto-cast-work/ (slightly old), I went on and downloaded the current version of Income Wars uploaded on this website (http://www.sc2mapster.com/maps/income-wars/) and checked out how the high templar uses its ability.

    There are lots of fields in there, and for auto cast to work properly a few of them need to be configured. I joined a screen shot of which ones had to be customized for the High Templar - Psi Storm, and here they are in plain text:

    • (Basic) Ability: Commands + : will have the normal execute and cancel.
    • (Basic) Ability: Target Filters + (Required: Visible; Excluded: Player, Ally)
    • (Basic) Stats: Flags + Abort On Alliance Change, Allow Movement, Auto Cast, Auto Cast Initially On, Best Unit, No Deceleration, Require Target Vision, Update Charges On Level Change
    • (Basic) Stats: Range + (8)
    • Ability: Auto Cast Filters Required: Visible; Excluded: Player, Ally, Neutral, Missile, Invulnerable
    • Ability: Auto Cast Range 8
    • Ability: Auto Cast Validators + (High Templar - Psionic Storm U TargetFilters | Psi Storm Test Buff)
    • Ability: Smart Validators + (Psi Storm Test Buff)

    I managed to make the Priest's heal ability and the Ogre Lord's shockwave ability work by configuring the above fields in my map. Afterwards, I just had the units use a "Attack target Point" ability command in my triggers/scripts.

    In most cases the "Auto Cast Validators+" will not be needed, since the "Target FIlters+" and "Auto Cast Filters+" already cover a lot of cases.

    In the case of the psy-storm there is a "smart validator" which I think isn't related to auto casting. I think it is useful when you select a group of high templars and send a psy-storm, so that only one storm is cast. (A command on regular ability commands, like "Attack", will command all selected units to use their ability).

    Posted in: AI Development
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    posted a message on Smart cast in tug of war wave

    Bump

    Posted in: AI Development
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    posted a message on RTS engine I created with Unity

    Hi, it really nice to hear that! Congrats on the Unity RTS.

    I kind of went the opposite route: I have an idea of a multiplayer video game and I started with Unity. However, there is a big amount of work to do with unity before even thinking of game design. It seems to have taken you only 6 weeks or so, that's impressive!

    My strategy is to first develop the game using the sc2 engine, try to improve the game design in there and gather players around it. It makes a nice proof of concept before even implementing the whole RTS in Unity or Unreal Engine. I think overall it will save me time. Anyway, I'm interest in general in building RTS games with unity. Did you think of sharing/selling your Unity RTS code base?

    Posted in: Off-Topic
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    posted a message on Smart cast in tug of war wave

    Hi,

    I am pretty new to the editor and the forum, I hope this is the right place to ask this question (it may be in data). I am building a Tug Of War game. I have waves of units spawning for each player and attacking the enemy base. To do that until now, I used these steps after a unit was created:

    • Issue order to unit
    • Order targeting point
    • Ability Command: Attack
    • Target Point: a point in enemy base

    This works fine for units that only need to use their auto attacks. Now I am adding units with abilities and I want them to use them (smartly) during the attack. For instance I have a priest (I am using Renee's war3 mod) and I want him to heal allied units and not just use its auto attack. Another example is for a sorceress to use her "polymorph" ability smartly (e.g. only on enemies with more than X life).

    I've seen this done in most Tug Of War maps but I have no idea how this is implemented (in data? in triggers? in some AI setting?). For instance, in the Desert Strike mod, the Stalker uses its blink ability after being attacked, the marines use stimpack when they see the enemy, high templar use psionic storm on enemies, etc...

    So how can I implement this? Any help will be really appreciated!

    Ps: I would like more control on unit behaviors than just issuing some "scan move" which doesn't fully work.

    Posted in: AI Development
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    posted a message on [Solved] Problem with name when copying a unit

    Thanks a lot! That's easy enough for me. (Sorry if this is a duplicate of an existing question, I looked through previous posts but couldn't see the question I asked.)

    Posted in: Warcraft Modding
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    posted a message on [Solved] Problem with name when copying a unit

    Hi,

    first of all, I want to thank Renee a lot for all the work you put into this mod! It is really helpful to sc2mapping beginners like me who want to use warcraft models and units.

    Here is the situation:

    • I create a new unit copying from an existing unit of your war3 mod, for instance a footman
    • I rename the new unit
    • the new name applies to both my unit and the original unit
    • (the same happens when I use the 'duplicate unit' option)

    I would like to create a unit without modifying the original unit's name.

    This is a problem for me because I want to create several different footman-like units, all based on the footman, but with different names (and properties). I don't want to have to create a brand new unit and copy all the abilities/buttons/etc by hand.

    How do you duplicate a unit in your war3 mod and change the new unit's name without changing the original name?

    Posted in: Warcraft Modding
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    posted a message on [Solved] How to kill or remove unit after a duration?

    Thanks a lot guys, this worked (and I learnt about behaviors!). I should have thought to look how timed life units like auto turrets and changelings worked!

    For info: when I copied the "Timed Life" behavior (#14), my new behavior didn't show up anywhere as a behavior option. However, copying "Private Timed Life" (#17) and "Public Timed Life" (#18) worked just fine. I ended up adding my new behavior to the units in the Data editor directly, but adding it in the trigger editor using the Action "Add behavior" also worked.

    Posted in: Triggers
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    posted a message on [Solved] How to kill or remove unit after a duration?

    Hi there!

    I am somewhat new to the Starcraft 2 editor (I started 1 week ago) and I am working on a "Tug of War" kind of map. In my map, lots of units are created dynamically and I want each unit of a certain category to have a "death timer". I couldn't find how to do that easily in the editor so please help me!

    By the way, since its my first post, I'd like to thank all of you for the amazing resources I found on this website. I was really impressed to see such an active community around sc2 map making! Sc2mapster really helps me develop my map. I hope I'll be able to contribute in the future, and give back as much as I received.

    Posted in: Triggers
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