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    posted a message on Campaign Dependant issue

    This is a common issue. The most reliable fix is to reorder the dependencies so that the Campaign is on the very top of the dependencies list. Sometimes this will mess with any edits you did to Campaign info. Just save the file, close and reload. It's also probably a good idea to make a backup of the file before doing any of this.

    Posted in: Miscellaneous Development
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    posted a message on Removing ability from unit

    I'm not sure exactly what you are trying to do, but you can do this in the data editor to be triggered off of an upgrade/building/etc. I believe it's under the Requirements area.

    Posted in: Miscellaneous Development
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    posted a message on How Would you make and place a Ship?

    Just as a basic guess, this would seem to be easiest with a whole bunch of regions in a grid defined in a multi-dimensional array. Region [0][0] would be top left. Region [1][0] would be one space to the right. Region [0][1] would be one space down... etc.

    The "ship" would have to be multiple pieces for a true Battlefield type effect. Then when you click in a region, you prompt for up/down/left/right/etc. From there you just add the proper number of pieces by adding or subtracting from the array and placing pieces.

    That would be the easiest way to make a Battleship style game in my opinion however it wouldn't look as good without custom models this way. You'd just have 4 duplicates of a single unit to create one ship and 3 of another to create another ship, etc. But it's a start.

    Posted in: Miscellaneous Development
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    posted a message on Change player number?

    I'm almost finished with a custom game I've been working on for a few weeks. It has 4 teams of 2. I want to be able to change it so that if 4 people want to play the game, they can but the current way it's setup, Player 1 and 2 are on a team, Player 3 and 4 etc... I have tons of Triggers and Variables that are associated with the Player number so I can't simply change the starting locations with a simple trigger. I'd have to pretty much recreate the game.

    Is there a way to change Player 2 to Player 3 and Player 3 to Player 5 etc... instead of having to rewrite the game just for 4 players?

    Posted in: Miscellaneous Development
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    posted a message on [Help] Victory/Defeat Trigger question

    First off, the Defeat clause is wrong. (Number of players in Losing Players) will pull a number. So for instance, lets say you have 5 players in the Losing Players. Your action will cause player 5 to lose. I'm actually trying to also figure out how to make a group of players all lose but haven't yet.

    Secondly, don't worry about two players killing a unit at the same time. It simply won't happen. There might be only milliseconds between kills but the computer will correctly identify the first killer.

    Posted in: Miscellaneous Development
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    posted a message on How to End Game in Victory for Allies?

    This seems so simple but can't find the option. I can end the game in Victory for the Killing Player but not his Allies. How do I also end the game for the Allies? I don't see an option.

    General - If (Conditions) then do (Actions) else do (Actions)
    If
    And
    Conditions
    (Number of Living units in (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
    (Triggering player) != 9
    Then
    Game - End game in Defeat for player (Owner of (Triggering unit)) (Show dialogs, Show score screen)
    Variable - Set Number Of Players = (Number Of Players - 1)
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Number of players in (Allies of player (Owner of (Killing unit)))) == Number Of Players
    Then
    Game - End game in Victory for player (Owner of (Killing unit)) (Show dialogs, Show score screen)
    Else
    Else

    Posted in: Miscellaneous Development
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    posted a message on Building Buffs?

    AHA!!! I found the solution. I feel like an idiot that I didn't think about this before.

    Basically, all I did was follow the path of the Mothership's cloak effect. The Mothership has a cloak behavior. This does a periodic event that does a Search Area effect. The Search Area effect runs another effect if there are units in the area. This effect applies a behavior that grants the units cloak. I just duplicated all of these effects and gave them to my Supply Depot in my test map. I also edited the final effect to grant armor bonuses and height changes and all sorts of other goodies just to see if the effect was working. It works great. When in the search area, the units are cloaked, higher, have armor bonuses, etc. When they leave the search area, they go back to normal.

    Anyways, sorry for the triple post but I figured I'd update with my solution in case anyone else was having similar problems.

    Posted in: Miscellaneous Development
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    posted a message on Xelnaga Tower Capture without leaving a unit there?

    You could do a trigger sort of thing.

    Event: Unit Enters/Leaves Range of Unit Action: Share Vision of Unit

    There's probably other actions that might work too. You'd just have to also add an action to remove this effect from previous players.

    If you'd rather use the Data Editor, you'd have to modify the Tower Capture Ability as it only is an Interact Ability. It would need to be a different type of Ability that changes the ownership of the Tower to you rather than just interacts with the Unit as it gets close. That probably would be the better route to go than the Trigger.

    Posted in: Miscellaneous Development
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    posted a message on Building Buffs?

    I've made some progress on this but not enough to even come close to considering it complete.

    I started from scratch with a blank map using the method in the previous post to create the ability/effect/behavior. I gave a Supply Depot and an SCV the ability and tested having a Marine go up to both units.

    With the SCV, it would work if I gave it a button and manually targeted the Marine however if I gave it the Auto-Cast and Auto-Cast On flags, I'd get no response. The button showed that it was in Auto Cast mode but it didn't actually give the effect.

    With the Supply Depot, I got nothing. Couldn't manually target or Auto-Cast. I'm not sure what the difference is between the structure and the regular unit but something made it so that the building couldn't cast it. I repeated this with multiple buildings with the same result.

    Any thoughts?

    Posted in: Miscellaneous Development
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    posted a message on Building Buffs?

    Alright, I still don't seem to be doing it right.

    Here's what I've got using some test buildings which are already in my map:

    I made an "Abandoned Building" for player 5 who is "Allies with Shared Vision" with Players 1-4 (though I do want the buff to apply to enemies as well)

    I gave the "Abandoned Building" a new Ability called "Give Strong Cover". The Ability Type is "Effect - Target". The Flags are Abort on Alliance Change, Allow Movement, Auto Cast, Auto Cast On, and No Deceleration. And the Range is 100. The Target Filters are Requires Ground and Excludes Self.

    The Effect which is called is titled "Strong Cover". The Effect Type is "Apply Behavior". No other settings here.

    The Behavior is also titled "Strong Cover". The Behavior Type is "Buff". I've played with the Buff Flags to set them to Channeling but currently they are at default. Then I edited "Behavior - Modification +". I'm assuming since I want to increase Armor, that I'd modify Unit - Life Armor Bonus. I didn't really see any visible effect when testing it. I'm not sure if it is supposed to show up in the Armor area of the unit or what. To test if any effect was working I edited "Sight Bonus" to be 500. No discernible effect as I'm assuming this should increase my unit's sight radius significantly. I also edited "Vital Max Bonus - Life" to be 200 and "Vital Regeneration Bonus - Life" to be 50. I'm assuming this would increase the Maximum Life of the unit and start to regenerate that life. None of those things appeared to work.

    So what am I missing or doing wrong?

    Posted in: Miscellaneous Development
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    posted a message on Building Buffs?

    Anybody? I've been banging my head against a wall about this for 2 days.

    Posted in: Miscellaneous Development
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    posted a message on Building Buffs?

    I'm looking to do two different types of building buffs and could use some help.

    The first one seems simple but I'm not sure where to start looking. I want to have it so that if a unit is in a bunker, they take some damage, albeit a lesser amount. I want the bunker to take some damage and the units inside to take some damage. Is this even possible?

    The second one is just eluding me. I want to have a building give an Armor buff to units near it. I tried following the path of the Xel'Naga Tower as when you get close, it gives you extra vision, but when I actually looked at it, it seemed to be a dead end or I'm missing something. I see that it has an ability to allow a unit to capture it, but don't see how that ability actually gives the player vision. Also, I want to make sure that the bonus is to all units including my Allies and even my Enemies. I figure that's just part of the filter, but I figured I'd add that just in case a solution only affected my own units.

    Any help in these areas would be awesome.

    Posted in: Miscellaneous Development
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    posted a message on Rock/Paper/Scissors Attack Priority

    After much more looking, I'm finding out that my Trigger idea was a really bad idea.

    Instead it looks like there is a bunch of stuff in the Data editor that might work. I see an area called "Target Finds" under the Advanced section in the Data Editor. If you look at the Blink options, they have some sort of setup that tells the unit to Blink away if it's about to die or Blink towards a unit if that unit is running away and a whole bunch of other stuff based on what's happening. It uses the "Validators" section to decide what to do when different variables are reached.

    If anyone has experience with this area, please let me know. Otherwise I'll try to update this thread as I start to figure stuff out. There is also an area called "Target Sorts" which I haven't even looked into yet but I have a feeling there will be more in that area as well.

    Posted in: Miscellaneous Development
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    posted a message on Rock/Paper/Scissors Attack Priority

    I think I'm starting to get onto something but I'd like some insight into how this works and if I'm doing it properly.

    I see under Advanced AI, that there is an action called "Tactical AI - Cast" which "Suggests"...(???) an order to a unit. There is also an action called "Tactical AI Flee" which keeps a unit at a certain distance away.

    I created a Trigger that checks if the Unit Type of Triggering Unit is a Marine and if the Owner of Triggering Unit is Player 6 (the sole AI player in my case). Then I'm creating some If-Then Statements to check if the Unit Type of Attacking Unit is a Reaper. If it is a Reaper, I'm "Suggesting" that the Marine attack the Reaper. I'd repeat this step for all of the unit types I'm looking for, but tell the Marine to either Flee or Attack based on the unit.

    The problem I foresee is that this could send the Marine into a schizo frenzy of running away and attacking various units as they attack. I'm not sure what "Suggest" means and if I can set a priority order. For instance if a Tank comes and attacks, I want the Marine to begin to Flee but if a Reaper attacks at the same time, I want the Marine to hold his ground and attack regardless of the Tank until the Reaper is destroyed, then he can run away. How would I go about setting priority levels for orders?

    Posted in: Miscellaneous Development
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    posted a message on Rock/Paper/Scissors Attack Priority
    Quote from DarkShape80: Go

    @Vicboy: Go

    I haven't got to this stage of my map, but i also would be interested in a way to override attack move behavior.

    Right now, units just attack the closest, but I would love to have some kind of target awareness. For example;

    2 Marines and 1 Marauder are fighting 2 marines and a tank. Both are attack moving towards each other. marines out front, tank and marauder behind their respective marines. Right now, all 3 units on both sides attack the marines. I would like the tank to start attacking the marauder the second it gets into range, as an example, and of course the marauder would attack the tank back, as their weapons are more useful against armored.

    If this is not what you had in mind OP, disregard my post :)

    This is EXACTLY what I was looking to do.

    @Timthetoolman Retreating isn't absolutely necessary. I just mainly want the AI to choose their targets a little better. Just like DarkShape said. The Marauders attack the tank and the Marines attack the infantry because their respective weapons are more effective against those targets.

    I would only want to expand this to a possible retreating scenario if a lone Marine came across a lone Tank. The marine's weapons would be ineffective in my map and therefore it would be better to run than to die. But if I can't accomplish this, it doesn't really affect my map all that badly. The attack waves I will have the AI send are going to be mixed attack waves with a few tanks and a large squad of infantry so all I really care about is that the AI picks it's targets based off of strengths and weaknesses rather than whoever is closest.

    Posted in: Miscellaneous Development
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