I posted this on the SC2 battle.net forums, but I wanted to post it here as well:
The current map size limit in the game (256x256) is a huge problem for those mapmakers who want to create an epic RPG. It's really limited as to what we can create because of this small maximum map size. Now, I noticed that this size/number can be calculated in 16bit computers, because 256x256=65536 and 2^16=65536. I also came across the number 65536 in other parts of the editor (can't remember where), which raises my question: Is the SC2 engine limited at 16bit? And if this can be changed I really encourage Blizzard to do so.
No it will not. It will max out at 0.0625 game seconds between attacks. It is not possible to attack more than once per deterministic frame (1/16 of a game second). WC3 had a much better (I think it was 30 attacks per game second or something)
I'm pretty sure that attack speed isn't limited at 0.0625. The limit you're talking about is only a so-called "game loop", which represents the time it takes for the game to update events. I experimented with this in the trigger editor where I had a trigger that spawned a marine every 0.01 seconds. 6.25 marines were created every "game loop", so in theory the limit is a much smaller number, but the game will only show progress every 0.0625 seconds.
And as for your question Tya, there seems to be no other solution than doing this through catalogs.
Ok there is a looot of stuff in your post where I have no idea what you are talking about. I have never created a custom script on my own before and I have never played with the tactical AI on units and stuff. I've just never really looked into it, but do you say the best thing for me would be to create my own custom script? In that case, how am I going to go about it? And what do you mean by "remove them from AI control"? The computer units on my map are only controlled via triggers and I have deleted the melee AI from the Melee Initialization trigger, so the computer's units aren't even being controlled by anything in the first place.
There is a built-in cone splat model in the editor, but as far as I know it's only a 90 degree cone, so you can't use it for more narrow or wide cones (I haven't tried other angles). You start out by creating a model and use the ZergAOECone.m3. Then create an actor with Arc as the actor type, and change the parent to Guide Visual Arc. Then apply the model and the ability to the actor. Finally, go to your ability and add your Search effect or Damage effect (or whatever you're using) into Cursor Effect +. You can play around with the model's scale if it doesn't fit.
The ability was an Effect - Target ability so targeting a unit and then load all units wouldn't make much sense. And the command flag you talk about is only in use when a player clicks the button.
Now I've made an instant cast ability (auto-cast of course) with an Issue Order effect that targets the bunker itself with the Ability Command indexed 4 (since I now want it to load all units nearby). The bunker then casts the Transport ability, but still fails to work. I have done as you said, but I can't get it to work :/
I want to do this via the data editor, as it's a lot cleaner than doing it through triggers. I tried to make an auto-cast ability for the bunker, which would trigger an "Issue Order" effect, targeting a random terran marine or marauder. The effect would make the bunker cast the load-unload ability command index 0 (as the "Load" part of the ability is indexed 0 in the command), but it doesn't work. Is there any way to make it work, or should I use a different method?
I'm not sure what you mean about the "placement requirements" in the footprint. I only see Pathing, Placement Apply, and Placement Check in the layers. And there is no such flag in the build ability :/
How do I make an SCV construct a building, while ignoring other units (including allies and enemies)? The placement of the building should ignore units in the area and not come up with the "can't place, location invalid". And I still want to keep the footprint so units wont be able to walk right through it.
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I just went into the Warcraft 3 World Editor, and it seems that the 256x256 map size is bigger in that game than in SC2.
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@ImperialGood: Go
Sry, but splitting an RPG into 4 different maps is not an option for me :/
@MaskedImposter: Go
Sounds interesting, but did they manage to increase the map size beyond 256x256?
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But what about the map size? Why would they limit it at 256x256? It's sooo small :(
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I posted this on the SC2 battle.net forums, but I wanted to post it here as well:
The current map size limit in the game (256x256) is a huge problem for those mapmakers who want to create an epic RPG. It's really limited as to what we can create because of this small maximum map size. Now, I noticed that this size/number can be calculated in 16bit computers, because 256x256=65536 and 2^16=65536. I also came across the number 65536 in other parts of the editor (can't remember where), which raises my question: Is the SC2 engine limited at 16bit? And if this can be changed I really encourage Blizzard to do so.
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I'll try to create my own a tactical AI through the data editor and see if that will change anything.
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I'm pretty sure that attack speed isn't limited at 0.0625. The limit you're talking about is only a so-called "game loop", which represents the time it takes for the game to update events. I experimented with this in the trigger editor where I had a trigger that spawned a marine every 0.01 seconds. 6.25 marines were created every "game loop", so in theory the limit is a much smaller number, but the game will only show progress every 0.0625 seconds.
And as for your question Tya, there seems to be no other solution than doing this through catalogs.
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@ImperialGood: Go
Ok there is a looot of stuff in your post where I have no idea what you are talking about. I have never created a custom script on my own before and I have never played with the tactical AI on units and stuff. I've just never really looked into it, but do you say the best thing for me would be to create my own custom script? In that case, how am I going to go about it? And what do you mean by "remove them from AI control"? The computer units on my map are only controlled via triggers and I have deleted the melee AI from the Melee Initialization trigger, so the computer's units aren't even being controlled by anything in the first place.
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@MaskedImposter: Go
It doesn't work and I think it has to do with the fact that I have created a custom AI in triggers. I just really want my ability to work :/
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There is a built-in cone splat model in the editor, but as far as I know it's only a 90 degree cone, so you can't use it for more narrow or wide cones (I haven't tried other angles). You start out by creating a model and use the ZergAOECone.m3. Then create an actor with Arc as the actor type, and change the parent to Guide Visual Arc. Then apply the model and the ability to the actor. Finally, go to your ability and add your Search effect or Damage effect (or whatever you're using) into Cursor Effect +. You can play around with the model's scale if it doesn't fit.
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@Telenil: Go
You're right, it is for custom AI. Do you recall the name of that action?
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@Stompppp: Go
The ability was an Effect - Target ability so targeting a unit and then load all units wouldn't make much sense. And the command flag you talk about is only in use when a player clicks the button.
@ImperialGood: Go
Now I've made an instant cast ability (auto-cast of course) with an Issue Order effect that targets the bunker itself with the Ability Command indexed 4 (since I now want it to load all units nearby). The bunker then casts the Transport ability, but still fails to work. I have done as you said, but I can't get it to work :/
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I want to do this via the data editor, as it's a lot cleaner than doing it through triggers. I tried to make an auto-cast ability for the bunker, which would trigger an "Issue Order" effect, targeting a random terran marine or marauder. The effect would make the bunker cast the load-unload ability command index 0 (as the "Load" part of the ability is indexed 0 in the command), but it doesn't work. Is there any way to make it work, or should I use a different method?
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@FunkyUserName: Go
I'm not sure what you mean about the "placement requirements" in the footprint. I only see Pathing, Placement Apply, and Placement Check in the layers. And there is no such flag in the build ability :/
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How do I make an SCV construct a building, while ignoring other units (including allies and enemies)? The placement of the building should ignore units in the area and not come up with the "can't place, location invalid". And I still want to keep the footprint so units wont be able to walk right through it.
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Nice! It's working now :)