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    posted a message on Protoss Cannon Pressure AI

    Hi guys,

    It's been a while since I last posted here. Here's the problem:

    I'm updating the Team Monobattles Mod (http://www.sc2mapster.com/assets/monobattles/) so that the AI can also play along. Basically, each player can only select ONE unit at the start of the game and build ONLY that unit for the rest of the match.

    One of the Protoss choices is that famous "Warp Prism". Now obviously, I cannot just have the AI build Warp Prisms and do nothing with them so the idea is for the AI to put on some Photon Cannon pressure.

    I thought the way to go about this is for the map author to place a series of "Cannon Placement Points" that mark suitable places for the AI to initiate it's cannon rush. Then, when it gets a Warp Prism, it loads a Probe, transports it to the target, morphs into an activated Warp Prism and have the probe build a pylon and two cannons. Once this is done, the probe slowly inches its way forward with photon cannons and pylons towards an enemy base.

    Is there any obvious alternative to this which I am missing? I would appreciate any help you could give.

    Klishu

    P.S.: There seem to be multiple native AI functions which are not listed in the Trigger Editor. Anywhere I can find a handy list of these?

    Posted in: Triggers
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    posted a message on Several Issues with my mod...
    Quote from SuperYoshi: Go

    Issue 1: "No DropPods for Heroes" I want the Infantry heroes to appear via DropPods. But I don't know how to do this... I already started working on it and it still doesn't work. Did I miss something?

    The Campaign does it. I don't know exactly how to do it but you should check the campaign. It probably has to do with the "Effect - Calldown" fields.

    Quote from SuperYoshi: Go

    Issue 2: "Defensive Matrix doesn't work properly" I took the ability from the Battlecruiser and wanted to make it like it was in SC1/BW. So I gave it to the Science Vessel and made it a Target-Ability. But it only works if I target the Science Vessel itself. But if I target other units, nothing happens...

    Go to the Defensive Matrix ability and make sure the Target Filters are correct. You want to check for the "Self" filter.

    Quote from SuperYoshi: Go

    Issue 3: "How to fix the Hyperion?" Seriously, the Hyperion is OP in the over 9000 way. I wanted to nerf it to make it playable. But I can't figure out how to make it attack like a Battlecruiser. And as the way it currently attacks, I want it to be a special ability instead. Like the Missile Pods...

    Go to the Hyperion unit and change its Weapons field so that it is identical to that of the Battlecruiser. For the ability, I would make the ability activate a behavior on the unit which gives the additional weapons of the Hyperion.

    Quote from SuperYoshi: Go

    Issue 4: "Shaped Blast = ERROR!" I included the Shaped Blast upgrade for Siege Tanks. But it doesn't work. If you go Siege Mode and want to attack something AFTER the upgrade is done, you cannot attack anything. And if you click on a target, the red message to the left just says 'Error'.

    I'm afraid I'm not quite sure what the Shaped Blast upgrade should do.

    Quote from SuperYoshi: Go

    Issue 1: "Can't supply limit the use of the Leviathans spawn abilities" By default, you can spawn Mutas and Lords even if you're supply blocked. But I want to limit it. So that you can't use it, if you are supply blocked. How can I do this?

    Go to the Leviathan's spawn units Ability. Open the flags field and make sure that "Supply" flag is set correctly.

    Quote from SuperYoshi: Go

    Issue 1: "Shield Regen doesn't work properly" I gave the Sentry a Shield Regeneration ability. Based on the Nano-Repair ability of the Science Vessel. Only that it regenerates Shields instead. But it doesn't work properly. Download the Mod and see for yourself...

    Don't know about this.

    Quote from SuperYoshi: Go

    Issue 2: "No Planet Cracker on the Move" Okay. This would be imba. But for later projects, this might be useful. I do want to be able to move while using the Planet Cracker. But I can't figure out how to do this.

    I think you can check "Transient" and "Allow Movement" under the Planet Cracker ability's flags.

    Posted in: Data
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    posted a message on Release: Day9 Single Unit Challenge Mod

    Thanks to Arkeia, the Mod is now available for play on Battle.net US. Get your friends together and give it a try by searching for "Extinction (Team Monobattles)" or "Arakan Citadel (Team Monobattles)".

    Don't forget to tell me what you think, as well as share any super replays of your Monobattles!

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod

    Team Monobattles is back up on Battle.net! Get your friends together and start bashing them with your unit combos!

    Also, read above for instructions on how to use the mod for your maps.

    P.S.: The mod is technically a Release Candidate but it should work.

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod

    Hi guys. I've removed the map again because Day9 gave these things a name: Team Monobattles. I should have it reuploaded by 24 hours. The new version will include:

    • An auto-select timer to prevent people from keeping the game on the initial screen.
    • Random button that automatically selects a unit from the list.
    • Infestors for Zerg.
    • Mod support for map authors. You would be able to download it straight for your melee map as a dependency.
    • AI support. AIs will have no restrictions and play normally.

    P.S.: A small question for authors here: Can anyone confirm that the Enable/Disable Tech Restrictions for Player actions does not work as intended? It completely ignores the player parameter and applies the restriction to everyone.

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod
    Quote from SuperYoshi: Go

    @Klishu: Go

    Well, I found out that while you select your units, the game is already up and running. For example: I can already select Workers and make them mine, while I am still in the Unit Select screen! Only that I don't see what's going on due the black screen.

    The AI doesn't choose anything. Instead it ignores the select screen and starts playing normally, since it can 'see through the black screen'. You get what I mean?

    Units should be paused until everyone is ready. Unfortunately, I didn't get as much testing time as I would have liked on Multiplayer so, now that I'm think about it, I'm not sure if the Pause function works in Multiplayer.

    I'll be updating the mod tomorrow fixing some things I've noticed and adding Infestors.

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod
    Quote from AegisRunestone: Go

    Also, you forgot Infestors for Zerg.

    Edit: Yay!

    Dammit, how did I leave that out? I always chose Infestors for these Team Monobattles.

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod
    Quote from AegisRunestone: Go

    This is sweet. Can you release on the US? I want to show my friends. :D

    I'll need someone who is willing to upload on the US side. If anyone is interested, send me a message and I'll send the Mod file and the sample Extinction map with a set of instructions and they can upload it.

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod
    Quote from SuperYoshi: Go

    BTW: When playing against an AI, I guess it can build everything after all, huh? Or does it stick to the limits?

    Nope, don't add AIs for now because it will get stuck on the select screen. I still haven't decided how the AI will work. Ideally, if people like the idea, I'll program an AI for each unit choice because each unit choice has its own "good" build order and the computer gets confused when it tries to build a unit it doesn't find.

    Posted in: Project Workplace
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    posted a message on Release: Day9 Single Unit Challenge Mod

    Day9's Team Monobattles Mod

    In response to a request over on the EU Custom Map forums, I present to you the Day9 Team Monobattles Mod! At the moment the mod is available for play on the Extinction and Arakan Citadel maps. This is a freely available mod so if you're a map author read below to see how you can download the mod for your map as well as look through how it was implemented.

    Visit the Day9's Team Monobattles Community website: http://monobattles.com/

    Backstory & How to Play

    A few weeks ago, Day9 challenged his viewership to play some 3v3 or 4v4 team games where each player announces a single unit just as the game starts. For the rest of the game, each player can only build the unit they selected as well as workers, overlords, overseers and observers. It's that simple! Go ahead and try to find the best combination of units for your team. Have fun!

    Some other special rules: Zerg cannot have more Queens than Hatcheries, unless they have selected the Queen as their unit. For certain selections that require a morphing unit (ie. Baneling, Brood Lord and Archon), the "pre-unit" (Zerglings, Corruptors and Templar respectively) cannot attack or use abilities. There are no restriction on buildings or upgrades. Computer players will not have any restrictions and will play normally.

    If you want to spice it up even more, you can let the game randomly select a unit for you.

    Play it on Battle.net

    Go give it a whirl over on Battle.net EU or Battle.net US. Search for "Extinction (Team Monobattles)" or "Arakan Citadel (Team Monobattles)" (without the quotes) when choosing which game to join! Make sure you share any epic replays with the community!

    Get the Mod for your Map

    If you're a map author and you would like to turn your map into a Team Monobattle: 1. Go to the Dependencies (File>Dependencies). 2. Click on "Add Other..." 3. Press on the Battle.net tab. 6. Select "Map/Mod Name" from the dropdown. 5. Search for "Team Monobattles". 6. Add the "Day9 Team Monobattles Mod".

    That's it! Your map is now a Team Monobattle. The game is most fun when it is of the 3v3 or 4v4 variants.

    Otherwise, you can even download the mod to look through it. Simply go to the Open Document dialog (File>Open) and follow the instructions above from step 3.

    See you!

    Posted in: Project Workplace
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    posted a message on Site Operation Actor to make model rotate to casters facing direction?

    I don't know if you can use the "Site Operation (Forward Vector)" to have the Forward Vector match that of the Host.

    Posted in: Data
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    posted a message on Require help with Site of Operations

    There's a Site Operation of type "Site Operation (Random Point in Circle)" which you might find useful.

    When the ability is cast, I would create an actor of type "Site" that has the Site Operation mentioned above. Then create a "Model" actor and have its Host set to the "Site" you created.

    Posted in: Data
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    posted a message on Possible to Make Your Own Achievements?

    If you get your map signed by Blizzard I'm sure you can have your own achievements. Now the problem is getting Blizzard to sign maps.

    Posted in: Miscellaneous Development
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    posted a message on Is there a way to remove "escape" behaviour

    I'm not sure about this: Check the unit for a Response Flags field that says whether it should Flee or Acquire and uncheck the Flee box.

    What I'm sure of is that each effect has it's own Response Flags that you can set so that all Weapon damage effects, for example, have both Flee and Acquire set in their Response Flags.

    Posted in: Data
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    posted a message on [Beta] The Path of Power - The Zerg Hive
    Quote from I1AEdit: Go

    I'm just suggesting that shouldn't the arcane engineer be more suited to Stetman?

    Stetman isn't really arcane now, is he?

    Posted in: Project Workplace
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