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    posted a message on [Contest] Melee AI

    http://www.wvmat.com/brackets/bracket8.jpg

    Stole a random picture to illustrate! Only 16 seeds here though, but you get the idea I hope. Typical elimination tournament.

    Posted in: Project Workplace
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    posted a message on [Contest] Melee AI
    Quote from vjeux: Go

    We don't know yet how we are going to select the winner. We thought about doing an AI tournament but it takes a huge amount of time to make the results. An average game lasts 10 minutes, imagine there are 30 entries.
    If you make every AI battle against each other it is 30 * 29 * 10 minutes = 8700 minutes = 145 hours = 6 days.
    If you make a tournament with direct elimination: (15 + 7 + 3 + 1) * 10 minutes = 260 minutes = 4.4 hours which is more reasonable but the results will be very random.

    Since there are no dependences between the games we could split up the tasks between many people, but then there will be many time spent organizing everything.

    So, even if we think that's a great idea to make AI fights, the time required to make the results is really huge compared to our forces. We will keep you posted on that :)

    For 30 entries;

    Entry 1 fights entry 2
    Entry 3 fights entry 4
    Etc

    Loser is eliminated. This would take 150min.

    Winner of entry 1+2 fights winner of entry 3+4.
    Winner of entry 5+6 fights winner of entry 7+8.
    Etc.

    Again loser is eliminated. This would take 70min.

    Winner of entry 1+2+3+4 vs 5+6+7+8 fights. This would take 40min with the last "group" being short on numbers because 30 doesn't divide into 8.

    What you'd have left would be 4 AIs. Have AI 1 and 2 fight, same for 3 and 4. Loser is eliminated. 20min.

    Finale, winner of previous bracket. Winner takes home the gold.

    With 4 people each with 8 entries (the 4rd person only having 6 entries) it'd take about an hour, then having one person run the finale of the last 4 seeds.

    Just throwing that out there!

    Posted in: Project Workplace
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    posted a message on Same screen co op, camera issues

    "Follow Unit Group with Camera", where the unit group consists of both your desired units.

    Posted in: Project Workplace
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    posted a message on Map Stealing
    Quote from tordecybombo: Go

    What's to prevent people from publishing maps of other people upon release? It's pretty much whoever publishes the map first and taking credit of the map. Blizz needs some way to "reserve" publishing of certain maps based on what's currently on sc2mapster imo.

    Well the simplest solution is surely the best in this case; publish the first version of your map before you upload it anywhere.

    How does the map versioning work anyway? If I upload MyEpicMap v1.00, can someone else upload MyEpicMap v1.01 to screw with me?

    Posted in: General Chat
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    posted a message on Detecting teams with triggers impossible?

    Feel like I'm missing something here but;

    Add each player to a global variable player group from team 1 (eg 3v3 add player 1, 2 and 3 to team 1).
    Make a second variable and repeat (eg again 3v3, add player 4, 5 and 6 to team 2).
    Have your trigger check if a given player belongs to the player group team 1 or team 2.

    Posted in: Miscellaneous Development
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    posted a message on Blurry camera

    That's interesting. Care to post the map? I'm sure people would be interested in how to do a blur effect if nothing else!

    Posted in: Miscellaneous Development
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    posted a message on fetching players name.
    Quote from Thalassicus: Go

    One thing to keep in mind, you can use a player's name, but not check what it is.

    If that's true, then won't making passwords and encrypted data banks be practically impossible since they cannot be specific to a user's name?

    To clarify; Fred.epic has a level 28 zergling in SCoRPG. Clarice.hannibal could copy Fred's data bank file, paste it into whichever directory is relevant, and then have her own level 28 zergling since the encrypted bank file cannot be name specific?

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Cut Scene - Vote Now!
    Quote from Callex: Go

    Notice how Eiviyn's masterpiece proudly breaks the trend!

    Hah thank you :D

    It was great fun to make too!

    Posted in: Project Workplace
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    posted a message on 90% of CUSTOM games Unplayable due to Lag/Latency
    Quote from s3rius: Go

    The reason for the lag probably lies in the Key Press and Mouse Press event. They even warned not to use them unless necessary because the create a lot of net traffic. And net traffic is exactly what we don't need.

    And of course bad computers create somewhat network lag, because they can't keep up with all the other clients and everyone has to wait for them. But that's a different cause of lag.

    I know WC3 was a different game and all, but there were racing maps controlled with the arrow keys that used a similar method to what the WASD shooters of SC2 use and the the amount of lag they caused was rather paltry.

    Posted in: Miscellaneous Development
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    posted a message on How to lock camera to unit?
    Quote from JeffQ: Go

    The best way to lock a camera to a unit is by using follow like what eiviyn said. The solution to remove the "lag behind" issue is go to data editor > camera > edit the default camera and change the follow speed max to 100 or so.. it should be 12 by default.

    Would you mind quoting the exact text used by the editor for this field? I can't seem to find it.

    Follow Scroll Limit under "Default Camera"? Doesn't seem to affect anything for me.

    Posted in: Miscellaneous Development
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    posted a message on How to lock camera to unit?

    I had problems with panning before. Can't quite remember what they were, was quite early on. I think I'll try messing with camera panning again as it seemed pretty decent in that map.

    Posted in: Miscellaneous Development
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    posted a message on How to lock camera to unit?

    There are two ways. Neither are really ideal.

    "Follow Unit Group with Camera"

    or

    "Attach Region to Unit" where the region is some 0.25 (or whatever dimensions you wish) circle. Then a second trigger which repeats every 0.0 seconds of; "Set Camera Bounds" where you limit the player's camera bounds to the region you attached to your hero.

    The first method results in a camera that lags behind the target unit. The second is very jumpy. If someone has a better solution, I'd love to hear it as much for my own purposes as any.

    Posted in: Miscellaneous Development
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    posted a message on Problem withIssue Order trigger

    I could be wrong but I don't think that the marines are actually entering the region. Try making a separate trigger with the event "Unit uses ability", set to "Unload All (Medivacs) - Medivac - Load-Unload (Medicav). The action should be a delay (<- important as medivacs don't unload all instantly) followed by something like issuing an order to all units of type marine in x radius of the medivac.

    Posted in: Miscellaneous Development
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    posted a message on Possible to Detect Mousewheel Movements?

    Resolved. Couldn't get the editor to detect mousewheel movements, however I could get it to zoom.

    http://www.youtube.com/user/OneTwoSC#p/p/B622244D3FBF4206/0/6w-XSOFu-pA

    Explained in there for those who are curious!

    Posted in: Miscellaneous Development
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    posted a message on Possible to Detect Mousewheel Movements?

    I'd like to add a distance scroller to the mousewheel. I can't seem to find how to make the game detect mousewheel input. Am I missing something?

    Posted in: Miscellaneous Development
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