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    posted a message on So is the A.I. a lot more complicated to create in SC2?
    Quote from BumpInTheNight: Go

    @BumpInTheNight: Go

    Again, set it to melee ai, not campaign ai. campaign ai is 'stupid' and needs its hands held, melee does not. (and that's _all_ you need to do, so long as its got a base, units and resources within reach it will start its build up)

    Here's the only issue I saw with melee the computer gathered all its units and put them in one corner of the base. It also didn't start harvesting (but built drones and then started harvesting with them, while the other drones sat around). Anybody have any ideas what that is all about?

    Posted in: Miscellaneous Development
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    posted a message on So is the A.I. a lot more complicated to create in SC2?

    Okay, they're still not doing anything even when attacked. I gave them plenty of resources, but I think I may be forgetting some triggers. This is what I have:

    Events Game - Map initialization

    Actions Player - Set player 2 difficulty level to Easy Player - Set player 3 difficulty level to Medium AI - Start the campaign AI for all computer players AI Advanced - Initialize the AI for player 2 AI Advanced - Initialize the AI for player 3 AI Advanced - Start AI for player 2 in Campaign mode with 200 Actions Per Minute AI Advanced - Start AI for player 3 in Campaign mode with 200 Actions Per Minute

    Posted in: Miscellaneous Development
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    posted a message on So is the A.I. a lot more complicated to create in SC2?
    Quote from zeldarules28: Go

    THis took me a while but all you need to do is go to player properties and change player 2's controller to computer "NOT HOSTILE! hostile makes the units just attack you if you get near them. Then set the cpu players "AI" to computer. (yes, you gotta set the controller and the AI to cpu) Then pop open the trigger editor and you can set the difficulty to whatever you want with the "set player difficulty level". Then make sure that the action called "start the melee AI for cpu players" is there. Its not hard at all. =]

    All that stuff they do in campagin is cuz they want the units to behave in a very specific way, but its optional.

    edit- nv mnd I am having issues, but I did it before I just gotta remember

    Hmm, I did that, but they're still not building any units or attacking. Their queens create more larva on all the hatcheries, but they don't build. These are the triggers I have:

    AI Events Game - Map initialization Local Variables Conditions Actions Player - Set player 2 difficulty level to Easy Player - Set player 3 difficulty level to Medium AI - Start the campaign AI for all computer players AI Advanced - Initialize the AI for player 2 AI Advanced - Initialize the AI for player 3

    And I set the computers to Computer, rather than default. Is there something I'm missing?

    EDIT: Wait, I didn't do Start Campaign AI. Lemme try that and get back to you. =P

    Posted in: Miscellaneous Development
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    posted a message on So is the A.I. a lot more complicated to create in SC2?
    Quote from DoubleElite: Go

    I can't really help you since you didn't specify what kinda map your making (I.E, Wave Survivor, TD, ect). As the AI setup changes depending on the map. I would suggest looking here, and at other peoples maps (don't steel anything.. :P) to learn how it works. http:wiki.sc2mapster.com/galaxy/triggers/category-ai/

    Oh, I'm sorry about that. I'm trying to make a campaign where I want simple bases that attack, rebuild buildings if destroyed, etc. It used to be I could just run an AI Script at a location, but now I don't know what's going on, lol.

    Posted in: Miscellaneous Development
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    posted a message on So is the A.I. a lot more complicated to create in SC2?

    I never played WC3, so the last map editor I had my hands on was SC1's, and in that one, I just set it on Easy/Medium/Hard/Insane and the comp did the rest. Here, the computers only seem to harvest if I do that. Looking at some of the campaign maps, there are a LOT of things like bullies, attack waves, etc. that the comps are set to do. Is this something required to create a capable AI?

    If so, is there a tutorial on this site that I missed that could help me get a feel for what bullies and attack waves and all these features do? Or, if not, could someone help me figure that out? I'm not really asking for someone to lay me out a complete trigger with a comp AI - just for someone to help me figure out what the triggers do in the first place so I can mess around with them.

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Frightwolf2005: Go

    Yup! Gonna play around with it to get the best facial expressions and all that, but that's EXACTLY what I was going for. Thanks so much, dude!

    EDIT: And thanks so much everyone! Even all the stuff that didn't directly answer my problem still LED me to the end. I was so close to going insane over this small thing. =P

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Tolkfan: Go

    Ohhh! Okay, I'm going to try that. If it works, then I sincerely hope you get laid everyday for the next 5 weeks, minimum.

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Frightwolf2005: Go

    Okay, I ran into a problem.

    I'm not sure how to get these sounds into my map, so I copied the string and posted it as a value in my transmission. The map can't play if I do that. So I'm still unclear as to how to get this animation string into a transmission (like where to put it in the first place).

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Tolkfan: Go

    I will try that and let you guys know how it turns out!

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Tolkfan: Go

    The problem with that is she'll animate just for those couple of seconds. So she'll animate "Strictly business" or whatever for a second and stop talking. I'm trying to just get some kind of generic talking animation going for however long my text will be.

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @BlueFacedGit: Go

    Soon as we figure out how to get this to work. =P

    God, this used to be so freaking easy in SC1. If SC2 is anything besides comprehensive, it's not user-friendly.

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Tolkfan: Go

    Then I have a question about that. I could get around the subtitle thing by having a Play Sound trigger before the transmission. If I play a transmission with no sound link, the portrait won't animate. What I'm basically doing is I want A sound to play when someone talks, but since I'm not in SC1, I'm not just using the ComBeep sound I used to use, so I'm using a sound from the unit (i.e. Nova_Yes, Archon_What, etc.) because it sounds fine like that.

    Is there a way to play a transmission with no sound file but use other triggers to get the portrait to animate? I've been trying to mess with a few portrait triggers, but none have worked so far.

    EDIT: I figure if I can get this to work, I can add a tutorial so nobody has to go through what I just did. =P

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?
    Quote from Mienk: Go

    The text should be based on what you input in the conversation manager, it doesn't convert what it's actually hearing from the file to text. If your text is disappearing then it's a different issue. I think mine ended up disappearing for a while because I changed the type of conversation, which for some reason that type of conversation didn't want to show my subtitles.

    No, what's happening is I'm typing out text, but if I play a sound file, it:

    1) Doesn't allow the text to appear, 2) The portrait only animates for the length of the sound file.

    If I leave the sound file out, the text appears, but the portrait doesn't animate at all. If I made a transmission in SC1, I was guaranteed:

    1) Text, 2) A talking portrait

    I'm trying to figure out how I can get a simple trigger from SC1 to work completely in whatever I'm using on SC2.

    Posted in: Miscellaneous Development
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    posted a message on Can you make a portrait's mouth move in a transmission?

    @Frightwolf2005: Go

    Wait, if I put in a blank .wav sound file, the text won't show up.

    Posted in: Miscellaneous Development
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