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    posted a message on How to make AI rebuild warp gates

    @SoulFilcher: Go

    Hmmm, interesting. I've never thought about that.

    I'll give it a try.

    Posted in: AI Development
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    posted a message on How to make AI rebuild warp gates

    My Protoss AI refuses to make new Warp Gates when they get destroyed. It uses them to train units, but when a warp gate gets killed, it doesn't build a gateway that has to be morphed into a warp gate. I have the tech researched through triggers, but it has no effect. Gateways, on the other hands, my AI has no problem rebuilding. I set my AI on medium difficulty and the warp gates to be rebuild Always on Very Easy, Easy and Medium (from object properties). I ran Campaign AI and set all attack waves On for my AI personality. Maybe the problem is that the AI doesn't recognise morphing structures as Building them when in campaign mode?

    I can't find a solution that isn't as needlessly roundabout as checking every 3 seconds for a gateway to finish building so I use "Issue AI order" for it to morph into a warp gate. If anybody can offer a more practical or easier solution, I will be very grateful. Thanks in advance.

    Posted in: AI Development
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    posted a message on Ability detecting Movement

    @patrickwobben: Go

    Thank you, mate! This fixed my problem completely!

    Posted in: Data
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    posted a message on Ability detecting Movement

    I tried creating a spell that deals damage when the target unit is moving, similar to the Rupture spell from DotA. I went about it by applying a buff that is disabled when a Validator detects that the unit is not moving. I tried two things.

    The first Validator was a Unit Compare Order Count. Validator 1

    It did not work. The behavior would not deal damage to the unit as long as the caster was alive; when the caster died, the behavior started working, ignoring whether the unit was moving or not.

    Then I tried another Validator of Unit Order Queue type that seemed to be more successful. Validator 2

    After some tweaking, the behavior would deal damage to the target while the caster was alive, but it still didn't care whether the unit was moving or not.

    I would appreciate the help or tips on this matter. Thank you in advance.

    Posted in: Data
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    posted a message on set Players through Global Variables

    I don't understand exactly how this thing works. When I open a campaign map and check the trigger editor, I see something like PLAYER03_ZERG = 3 <integer>. Yes, I can see that this integer indicates the player number, but no matter where I search, I don't see exactly how this integer is attached to the player's number.

    Furthermore, how can you set a computer player's name (through triggers or some other method)? When I open the Player Properties tab in a campaign map, I see that most of the players are left without a name and player 2 is usually titled "Hostile"; is there some other place where you can edit a player's name to be shown in-game?

    Posted in: Triggers
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    posted a message on Supply Cost Decrease Upgrade

    @shardfenix: Go

    Alright, I did some tweaking and it turned out that the behavior itself does work. However, it doesn't work at all the way I wanted it to.

    When I morph in a Hydralisk, it still needs the standard amount of supply to be trained (which is 2), but when it is completed, it increases my supply by 1. I don't want it to increase the supply available, I just want it to cost less. It seems that this behavior works only on existing Hydralisks and it doesn't exactly affect the unit from a to-be-build perspective.

    And to make things worse, the behavior works even without the upgrade. Plus, the behavior icon remains as a buff on the unit and I don't know how to make it invisible.

    Here's the Learn requirement. I used this to make the upgrade register the existence of a Lair or a Hive, in order to be available, as well as to be unavailable for another research when it has already been queued.

    Compact Tissues Learn

    This is the requirement that is supposed to make the behavior active only when said requirement is met (the upgrade having been completed).

    Compact Tissues Upgraded

    And this is the behavior itself.

    CT Behavior

    Posted in: Data
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    posted a message on Supply Cost Decrease Upgrade

    Since recently, I've been trying to make an upgrade that would reduce the supply cost of a unit. I couldn't find an option in the Unit Upgrades effects that would reduce the supply count, so I thought I should try using the Supply Drop's behavior to modify the unit's supply. I duplicated the behavior, modified it so that it will increase unit supply by 1, attached the behavior to the unit and added a requirement to work only when said upgrade has been completed. However, when I complete the upgrade, nothing happens.

    Anybody got an idea what I might be missing or doing wrong?

    Posted in: Data
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