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    posted a message on Terrainer looking for work.

    @norathem: Go

    I would love a map based on northern nevada including the east to west flowing river and 4-5 uniquely structured small towns with intersections and both surviving and destroyed buildings.

    It's for a fallout theme wasteland map. Send me a PM if you're interested.

    Posted in: Team Recruitment
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    posted a message on Help with Campaign Maps

    @Dreathean: Go

    In the campaign maps the hyperion and the areas of the hyperion generally reside under the map and are only visible by controling the camera via triggers. At least this is my understanding.

    Posted in: General Chat
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    posted a message on What happened to 'authenticate once and use it forever'?

    @alejrb: Go

    I have to do it every pc reboot unless i was already on bnet in the game client in that period of my pc being on.

    Posted in: General Chat
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    posted a message on Greatly increasing game speed over "faster"

    @Siretu: Go

    Yes, or i suppose as a separate file like many beta AI's were made as. A third party program somehow instructs the game client to use the script instead of the non existent AI, or it was built into maps which i assume was by directly editing map files in a text editor.

    Have it work similar to triggers, with issue orders to build, scout, and attack/defend. Units built are based on a standard tree if scouting is impossible and when your ai detects certain units it will mix in others into the build order to counter them. If you want to make it better than blizzard's insane ai without cheating simply dont put an apm limit into it, as blizzard's has an apm limit. if it makes hundreds of effective decisions a second and always has a perfect build order, while never forgetting to counter it will beat blizzard's insane ai and probably be able to get into low or medium diamond.

    I dont think it's necessary to make a "learning ai" when the only thing that varies from game to game is race matchup and terrain layout. You'd just need some sophisticated way of making your ai understand the terrain and use it to it's advantage. (think seiging up seige tanks across the ravine next to the mineral lines on desert oasis) You'd have to understand game mechanics well in order to make an ai work well but having it learn tactics by its self seems... quite silly to even think reasonable.

    Posted in: Triggers
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    posted a message on Greatly increasing game speed over "faster"

    @Siretu: Go

    would still be easier to do it with scripts.

    Posted in: Triggers
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    posted a message on WoW Model-Pack Requests

    @Zarakk: Go

    I should enjoy seeing some relatively high poly structures; including but not limited to towers, fences, gates, stables, and some of the straight bridges from zangarmarsh (they are flat so it will make pathing easy)

    ethereal models (from netherstorm or instances south of shattrath city) and a garosh hellscream model would also be welcome. (I think garosh hellscream is a special model, he looks different from regular orcs.)

    Posted in: Art Assets
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    posted a message on Damage Shielded Building Affect

    @TrenixPL: Go

    new idea, start with a protoss unit, then copy over the easy stuff like command card and abilities and model from the terran unit you want. perhaps not exactly ideal but if you cant get the ideal way to work a workaround is your next best bet.

    Posted in: Data
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    posted a message on Greatly increasing game speed over "faster"

    @SouLCarveRR: Go

    Hard AI takes teams of engineers years to even begin their projects. You see alot of robotics using basic hard ai and those machines are extremely primitive for problem solving. Ex find a way around a room, point cameras at objects of interest rather than just generic moving objects.

    I dont see how you could make a Hard AI outside of a massive program that not only has a base understanding of game mechanics but has the ability to do massive calculations to determine what to do versus certain strategies and matchups.

    Aside from that how will it possibly make sense of scouting unless it is script based?

    Posted in: Triggers
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    posted a message on Building on ramps

    @EkstreM: Go

    make the edges of your cliffs only 1 placement wide then raise the terrain level inside the cliff to the level of the outside cliff, then make the ramp out of sloped terrain.

    very sloppy solution but it is the best i can think of. or you could change the way the building's footprint works to be more like unit pathing than structure pathing.

    Posted in: Terrain
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    posted a message on Making Items

    @danny15002: Go

    make behavior that gives the amount of damage you want

    make item with equip behavior set to the behaviro you just made

    success

    Posted in: Data
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    posted a message on Same actor two units

    @Calandyll: Go

    Well, i'm not sure. I don't think it's possible outside of campaign units. Why does duplication of the standard actor and the use of actor events no satisfy what you need?

    Posted in: Data
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    posted a message on Lurkers don't have a burrow hotkey...

    @AegisRunestone: Go

    lurker is not a standard unit. it was never intended to function in the way you describe. Blizzard only included it because of the enormous number of requests for zerg to have lurkers even though they now have many alternatives to the lurker's job.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Any Natural Looking Bridges?

    @HatsuneMikuMegurine: Go

    post the wow bridge model in the wow models thread please

    Posted in: Terrain
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    posted a message on My First Map

    @Snake235: Go

    the problem is the last thing you did since it stopped working. use latest backup. /thread

    Posted in: Miscellaneous Development
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    posted a message on Creep respawn Help

    @Lmfaocj: Go

    just post it as text, i'm too lazy to look for your trigger

    Posted in: Triggers
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