• 0

    posted a message on Import Manager & Blizzard Maps

    bump :)

    Anyone?

    Posted in: Miscellaneous Development
  • 0

    posted a message on how can AI build like a pro?

    Are you using the standard melee AI? AFAIK, this defaults to medium difficulty level, so it won't do very much. If you are using the melee AI, you probably want it on at least very hard - use the trigger 'Set player difficulty' on each computer player to change how they play.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using mods

    I believe you add the file as a dependency, and the changes you made in the mod will automatically apply to the new map.

    Never actually tried it though, so that could be completely wrong. :D

    Posted in: Miscellaneous Development
  • 0

    posted a message on Import Manager & Blizzard Maps

    Howdy.

    I was trying to test something with the AI on one of the official blizzard maps, so I opened it up in the editor from the battle.net list, and resaved it.

    Now, in the import manager for this map, anything that is imported disappears when the map is saved - the import manager goes totally blank. Other changes/additions/alterations take effect fine.

    Does anyone know why this happens, or how to fix it? :)

    Thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on One-way barricades?
    Quote from acidragoon: Go

    TBH i dont have the slightest clue as to if this is possible, so i came here to ask.

    Is there any way to allow a unit to move through space one way, but not the other? Like i have a passage between some cliffs and i move my marine through it. Is there a way to prevent him from ever going back that way while allowing my other marine to pass through as well?

    I suppose you could have a line of inpassable terrain, with a thin region on one side. Have a trigger with "unit enters region" and "move instantly" the unit past the barricade. They then won't be able to walk back. Dunno how it would look, though.

    Posted in: Miscellaneous Development
  • 0

    posted a message on SCV with model change, won't carry harvested resources
    Quote from twentythemage: Go

    @alejrb: Go

    I don't understand what you are trying to say Rasive. What's up with that unrelated link?

    This may be an important bit of info: the modified SCV is now a flying unit.

    I looked into this for you, and I think I know why it isn't working.

    If you do all the tracing through the data editor, you'll end up at the "Carry Mineral Field Minerals" actor, and the equivalents for vespene etc. These little models are being created (if you check the Events + section) when then "CarryMineralFieldMinerals" behaviour is applied, which happens automatically when you gather from the "Mineral Field" unit (if you're intested, the Mineral Field unit has the Minerals (Mineral Field) behaviour, which is of type resource and bestows CarryMineralFieldMinerals when you gather from it).

    With that tracing for the creation out of the way, where is the attachment? I assume, though I haven't tested it, that this occurs in the "Hosting - Host Site Operations +" part, where it attaches the model to "SOpAttachHardPoint". The attachment query there is targetted at Hardpoint.

    Now the problem. Hop over to the models tab, find the drone, SCV or probe models, and go to "Model" part, and open it in the previewer. On the right side, under the attachments part, you should see one called hardpoint and a bone ID. Now follow this same procedure for the junker - it doesn't have a hardpoint attachment! Thus, it isn't being attached to the model, and the 'ActorOrphan' event is firing and destroying it. You'll have to use one of the others.

    Here's how. Go back to the actors tab, and find the "Carry ..." actors. Under each one you need, change the "Hosting - Host Site Operations +" to "SOpAttachHead". Hopefully, it should now work. Let me know if it doesn't, but I probably won't look at it again until after the contest, so it might not help you.

    Good luck.

    Posted in: Miscellaneous Development
  • 0

    posted a message on SCV with model change, won't carry harvested resources

    Don't have time to look at this indepth right now, but I suggest you look in the actor "events +" for the SCV and the SCV w/resources to see how they do it there.

    Good luck!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Forcing AI to Build Tech Lab

    Of course the instruction isn't broken - you're just not using it right. :P I do have to admit though, this one did take me a while to get.

    Basically, the problem is that because the barracks/starport/factory can move, the build location matters. You're using the 'order with no target' type of order, but that's like telling an SVC to just go 'build a barracks' - in other words, you also have to tell it where by setting the order type to 'order: order targetting point'.

    What you want is: Unit - Order Starport [location stuff] to (Starport - Build Tech Lab (Starport) targeting (Position of Starport [location stuff])) (After Existing Orders)

    Of course, if you have a specific place you want it to build, you can do that too. Hope that helps!

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.