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    posted a message on AIs not working correctly

    Start locations. They each need their own start location. I had 1 start location (for player 1, Human), leaving the three AI players none. No start location, no Melee AI init. Go figure. They're romping about having a stomping good time now, so, yipee!

    Posted in: Miscellaneous Development
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    posted a message on AIs not working correctly

    @TheRupturedD: Go

    I've tried that trigger and the campaign AI trigger. I'd prefer not to upload/send the whole map if I don't have to. It's...likely? maybe? to be something in the dependencies, but I made a trigger that allows me to take over their units, which I can see are fully capable of building. As I said, they have (at times) built a few things in the upper-right corner. I haven't placed any...pathing or anything on the map. It's essentially a blank map, and I'm wondering if that might be part of the problem, too.

    I tried disabling all triggers except that one. The only enabled trigger was init, and the only enabled action was to initialize their AI. All three still sat there. Terrans have an army of SCVs, quite parked.

    Posted in: Miscellaneous Development
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    posted a message on Need to know how to burrow a hero

    I want to burrow my hero unit without creating a duplicate in the data. Current burrow just morphs Unit to Unit (Unburrowed), and it would mean more hassle than I'd like to try to transfer his stats, inventory, etc. Now that I think about it, I could just create a placeholder burrow unit, and stash my hero somewhere inaccessible until unburrow is called, but I'd prefer a different cheat.

    Looking at the burrowed units, I saw the "Buried" flag, and was hoping that would allow me to, in essence, burrow my unit (no movement, attack, etc.). Presumably one could just change his height to negative, or temporarily change to a different, burrowed model.

    Thing is, I can't figure out how to set that unit flag with Behaviors, Effects, or Triggers.

    Ideas?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Constructing unit requires upgrade

    Thank you very much! I took a look at those tutorials, and tried what I could from them, but unfortunately it's not working. I'm still having the exact same problem. Even if I knew a few better steps for debugging, I might be able to figure this out.

    Posted in: Data
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    posted a message on [Data] Constructing unit requires upgrade

    I tried copying info from both Ghost and Predator. Neither worked.

    Simple explanation: When I build a Siege tank, I want to "unlock" the ability to build Siege Breakers.

    The Units: Factory Research Building Siege Tank Siege Breaker

    The abilities: Research building research Factory build <- The Requirement is set here, under Info+

    The upgrade: Siege Tank Research

    The Requirement, attempt 1: [From Predator] Count Upgrade - Siege Tank Research Upgrade - Completed

    The Requirement, attempt 2: Greater Than Count Upgrade - Siege Tank Research - Completed Constant: 0

    I have tried using >= instead of just >, I have tried "Queued or better", "Total", "Completed".... The button appears, but remains grayed out. I tried giving the upgrade with a trigger, and researching it at the building I created.

    I wrote a trigger that reports the level of the upgrade when a specific chat command is given, and the level of the upgrade is 1 (or 2, the few times I was screwing with the trigger).

    What am I doing wrong? ><

    Posted in: Data
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    posted a message on Unit not spawning in correct location

    @Molsterr: Go Thank you, I'll give that a shot and see what happens!

    Posted in: Miscellaneous Development
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    posted a message on Unit not spawning in correct location

    @ZeroAme: Go

    It's definitely in one of the functions I disabled. I have two other functions with Events like that. Each function works off a global variable.

    I have a global Variable for Hero 1, and a global variable for Hero 2. Each function says: Unit - <Variable> dies

    I disabled them since I haven't really worked on implementing resurrection anyway, but I still don't see how they could interfere if they specifically target units that would get filtered out at condition point. BTW, this function is duplicated for protoss and Zerg, so that Zerg drop gas and Toss drop minerals, and it works fine with both functions enabled. Is there a way to change the "Any Unit" in the event to "Any unit in Unit Group"? (instead of a specific unit in unit group?)

    Posted in: Miscellaneous Development
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    posted a message on Unit not spawning in correct location

    I have a trigger that was working before. Though, before what exactly, I'm not quite sure.

    How it worked before / was supposed to work: A unit dies - an item spawns at its location.

    How it works now: A unit dies - the correct item spawns at Start location 001.

    Event: Unit - Any Unit dies Condition: (Owner of (Triggering unit)) == 13 Actions: Unit - Create 1 Gas Pod - Zerg (Item) for player 0 at (Position of (Triggering unit)) using default facing (No Options)

    Posted in: Miscellaneous Development
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    posted a message on AIs not working correctly

    I've tried searches with no luck. If a thread answers the question, please link it.

    I have three computer players in my game: Zerg, Protoss, Terran. Each has a main base unit, a nearby mineral field, and 1 builder. I used triggers to give them bookoo resources, and then start their AIs. I've tried with Campaign and Melee. They don't seem to do much of anything >< The zerg one builds overlords slowly. I gave it some attack units (Hydralisks) and if provoked it will use them to attack / hunt / etc. The protoss seem to build a few pylons in the top-right corner of the map, and the Nexus is playing the "busy" animation...might be kicking out probes. I gave the terrans a whole fleet of buildings, etc. They seem to sometimes crank out groups of units (Some space marines, marauders, etc.) but don't really do anything with them. I've also tried setting difficulty for all players, human and computer.

    Ultimately, I just want them to function like AI! Preferably campaign AI so they have a broader building spectrum.

    Right now, it'd be nice to get them to build buildings...

    Posted in: Miscellaneous Development
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    posted a message on Get A Unit's Model

    I searched the forums beforehand and did not see an answer. If I missed the thread, please link it, and I'll be happy to read it.

    What I want to do is use "Set Unit Model Variation", but it only takes a string. I cannot find a function that retrieves a unit's model, in string form or any other. If I did retrieve it, I cannot see how to get from "string" to "Convert[Whatever]ToString"...

    Thank you.

    Posted in: Miscellaneous Development
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    posted a message on CatalogFieldValueSet Program

    Glad I learned that at least. Out of curiosity, are we able to look at how they used CatalogFieldValue internally, or is that for us to (re-)figure out for ourselves?

    I tried to delete the thread (as its just taking up space now) but apparently can only do my individual posts.

    Posted in: Third Party Tools
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    posted a message on CatalogFieldValueSet Program

    @vjeux: Go

    Well, as I said, I'm still new to Galaxy, so maybe I'm not understanding this fully, but I'm still looking at this function thinking "What can I do with this?", and "How can I do it?"

    I'm sure it would be clearer if I had the XML in front of me, but my quest for Galaxy knowledge has not yet led me across the "here's how you get the XML" path.

    As far as what the program does, I was thinking of basically making this...I don't know...like the trigger editor, sort of? I didn't have a completely clear UI idea yet, but something along the lines of having a dropdown listing the things you can do:

    • Swap an ability
    • Change cost
    • Move command card Button Location

    So you'd, say, pick a source / target (one of the Catalog libraries), maybe specify a little further (for example, picking the "Unit" library and then specifying the unit you intend to modify), and then another selection box would allow you to input the data. The app could even read the XML to interpret what the settings currently are, and attempt to serve as a rudimentary validator.

    In making that list, a question popped into my mind, which I present more as a rhetorical example seeking validation that I am, in fact, simply missing something rather than detailed answers.

    In order to change the Zealot's ability from Charge to Blink, I would call: CatalogFieldValueSet (c_gameCatalogUnit, "Zealot", "AbilArray[5].Link, 1, "Blink"); - Sholdak

    This allows us to change an ability. Can abilities be added? In the XML, it's just adding another line, but code works a bit differently. If I could add a line using this, would I simply increment the array index? Or would I use a function like push or pop or...?

    As I describe this, I realize that a well-documented tutorial (akin to all the others I've been gleaning knowledge from in the API Tutorial area) would likely work quite well. If this is the case, I'm certainly all for it, but unfortunately under qualified for that particular task. Talk about the blind leading the blind.

    Posted in: Third Party Tools
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