when creating a game you can set the actions of the computer players, rebuild and repair and action per minute type of stuff. i say max level is because you just make it so that its the highest value you can input for any given field. such as easy AI would be 10actions per minute, insane ai would be like 100, just en example.
@zeldarules28:
the video was not avalible when i clicked on it. and sences the forum is named AI development i would ask a question about AI development, lol.
do you think its possible to craete triggers that are better than a defult AI set to max level. blizzard as already put in place some AI code for 1vs1comp on melee maps. can this be improved upon using triggers or data editor? peraonally i can make stalkers micro blink better than standard settings for a melee game.
on the old b.net sc1 there was a game that was builders/fighters, where if you where a builder you would create units but not control them in the battle, if your a fighter you would control units for the battle but could not build them. right now there are games like this on sc2 but its 100% computer AI on the battles. would it be a good idea to create 1 to where you had to PEOPLE fight it out with units thier team gave them? im sure you all can agree that no matter how good you program AI computers, a human player is better. just a thought.
good idea. i was thinking along the lines of that. but more like the amount of units spawned. cant have 5 units each spawn. 5 collossus vs 5 marines would be rape. so make it so that 1 colossus vs several marines. and the like. i can also put in a counter unit spawn for players so they dont get run over with like 20siege tanks vs 20hydra or simular.
really love the feed back on this. bunch of good ideas. guess i hit a nerve with this post, lol. anyways. you mentioned gambling on a game. i have noticed a few games that let you bet on who would win a 1vs1 melee match up. i was thinking of this too. create a game that had 2 comp AI's so it was not a matter of player skill in crushing a newbie, and having the players BET on the computer that would win. any GREAT player can micro like a pro and crush with different unit combo's, such as the 1p challenges vs an AI. good or bad?
as far as the randomized map goes, was thinking about adding in a benefit to building a base (structures) as apposed to just massing units.
very interesting, the amount of data to use on 2 256 maps would take forever to load, simply to much data to make it usable if it was posible, an idea would be is if terran could be changed durring the current game. that would be cool. EG: earth quake and the map changes from NYC to LA... lol.
EDIT: from what i can find the most you can do now is hide/show existing terrain. such as you could hide a lake and at some point show it. does not mean that you made a lake durring the game just that it was hidden.
Events
Game - Map initialization
Local Variables
Conditions
Actions
Environment - Hide Water
oh and another question... do you think i should or should not include campaign units on this?? firebat diamondback abbers? just thought i would throw that out there, :D
well im working on it now, so far in the 'tests' its pretty good. if your into triggers this is an example of one.
Events
Timer expires
Local Variables
Conditions
Actions
Unit - Create (Random integer between 1 and 5) Baneling for player (Random integer between 1 and 14) at (Random point in WorldMap) using default facing (Ignore Placement)
Times that for every unit in SC2. i have the timer set high so its not madness with the map coverd in 1000 units at a time. thinking of adding in a board and game ends when a player gets a certain amount of kills. ohh and even the start location is random'ed lol.
as far as the balance issue goes, i understand that if you get 5 bc's when another get 3 marines seems unfair, to say the least. im not on balancing it out yet but an idea is only spawning 1 bc or carrier or the like compaired to several of the lesser units. 10marines vs 1 bc type of stuff. :D
i was thinking about making a game that was 100% randomized. if your wondering what do i mean by that, think about this... each and every game that you play on this would constantly changing 100% of the time. no 2 games would ever be the same. the idea is that you start with 1 builder (probe,scv,drone) and it can recall units from around the map that randomly appear any where. each and every unit will spawn at a differant location around the world map and there is no telling who gets what. you might end up with 10 mineral fields or 10 carriers, its all randomized. interesting or no? i think it would also test the veteran players on thier tactics with differant units. such as 4 muta and 2 archons. odd combo's.
SpawnTest
Events
Unit - Any Unit Enters P1BuildArea
Local Variables
Conditions
(Unit type of (Triggering unit)) == Gateway
(Owner of (Triggering unit)) == 1
Actions
Unit - Create 5 Zealot for player 9 at (Center of NorthSpawnArea) using default facing (No Options)
how to make this fire only when its player 1's turn and only when timer is at lets say 2 seconds left...right now that fires everytime player 1 creates a gateway reguardless of turns or order.
i already got a timer that expires and when it expires it triggers all units in a area to attack. what im basicly looking for is that player 1 builds lets say a barracks, that barracks triggers player 9 to create 6 marines. i got this part, then when it expires then player 1 dont spawn any units when timer expires and its players 2 turn to spawn units, say player 2 has a gateway and it spawns 4 zealot for player 9. what i dont want to happen is that everytime the timer expires that every player spawns units. like i said "takeing turns" LOL. just dont want both to fire when timer expires. could get VERY nasty being i have 8 players, if they all spawned units at the same time, haha.
Field Reaper - Reaper Jump
Stats: Height Delta Maximum 4.5---->50
Stats: Height Delta Minimum 1.5---->0
Stats: Initiate Range Down 0.5---->50
Stats: Initiate Range Up 1.5---->50
Stats: Jump Range Maximum 12---->50
Stats: Land Adjustment Down 1----->50
Stats: Land Adjustment Up 0------>50
Stats: Land Arrival Range 0.05--->50
Stats: Landing Check Radius 5------>0
change these ^^^^ to what you want.. max them out if ya wan but it should work. LOL.
what i want to do is make each player take its turn in order, player 1 goes 1st, player 2 goes next, then player 3 goes last, then back to player 1 again over and over the lengh of the game. i already have a timer and would like to move to next player when time expires. timer set at 30 seconds after it expires go to player to and so on. i know how to do it but its a VERY long way around where you set the game durration timer and make about half a million tirggers to move it every 30 seconds, omfg no. so! anyone know how to do this? thank you for the help if you do :D.
0
@Doubleclick123:
when creating a game you can set the actions of the computer players, rebuild and repair and action per minute type of stuff. i say max level is because you just make it so that its the highest value you can input for any given field. such as easy AI would be 10actions per minute, insane ai would be like 100, just en example.
@zeldarules28:
the video was not avalible when i clicked on it. and sences the forum is named AI development i would ask a question about AI development, lol.
0
do you think its possible to craete triggers that are better than a defult AI set to max level. blizzard as already put in place some AI code for 1vs1comp on melee maps. can this be improved upon using triggers or data editor? peraonally i can make stalkers micro blink better than standard settings for a melee game.
0
on the old b.net sc1 there was a game that was builders/fighters, where if you where a builder you would create units but not control them in the battle, if your a fighter you would control units for the battle but could not build them. right now there are games like this on sc2 but its 100% computer AI on the battles. would it be a good idea to create 1 to where you had to PEOPLE fight it out with units thier team gave them? im sure you all can agree that no matter how good you program AI computers, a human player is better. just a thought.
0
@TheAlmaity:
good idea. i was thinking along the lines of that. but more like the amount of units spawned. cant have 5 units each spawn. 5 collossus vs 5 marines would be rape. so make it so that 1 colossus vs several marines. and the like. i can also put in a counter unit spawn for players so they dont get run over with like 20siege tanks vs 20hydra or simular.
0
really love the feed back on this. bunch of good ideas. guess i hit a nerve with this post, lol. anyways. you mentioned gambling on a game. i have noticed a few games that let you bet on who would win a 1vs1 melee match up. i was thinking of this too. create a game that had 2 comp AI's so it was not a matter of player skill in crushing a newbie, and having the players BET on the computer that would win. any GREAT player can micro like a pro and crush with different unit combo's, such as the 1p challenges vs an AI. good or bad?
as far as the randomized map goes, was thinking about adding in a benefit to building a base (structures) as apposed to just massing units.
0
@Doubleclick123:
mini game? how so? where do you see any flaws in the concept/idea into making it a full game as you call it.
0
it has 557MB of data to install.
0
very interesting, the amount of data to use on 2 256 maps would take forever to load, simply to much data to make it usable if it was posible, an idea would be is if terran could be changed durring the current game. that would be cool. EG: earth quake and the map changes from NYC to LA... lol.
EDIT: from what i can find the most you can do now is hide/show existing terrain. such as you could hide a lake and at some point show it. does not mean that you made a lake durring the game just that it was hidden.
Events
Game - Map initialization
Local Variables
Conditions
Actions
Environment - Hide Water
0
oh and another question... do you think i should or should not include campaign units on this?? firebat diamondback abbers? just thought i would throw that out there, :D
0
well im working on it now, so far in the 'tests' its pretty good. if your into triggers this is an example of one.
Events
Timer expires
Local Variables
Conditions
Actions
Unit - Create (Random integer between 1 and 5) Baneling for player (Random integer between 1 and 14) at (Random point in WorldMap) using default facing (Ignore Placement)
Times that for every unit in SC2. i have the timer set high so its not madness with the map coverd in 1000 units at a time. thinking of adding in a board and game ends when a player gets a certain amount of kills. ohh and even the start location is random'ed lol.
as far as the balance issue goes, i understand that if you get 5 bc's when another get 3 marines seems unfair, to say the least. im not on balancing it out yet but an idea is only spawning 1 bc or carrier or the like compaired to several of the lesser units. 10marines vs 1 bc type of stuff. :D
0
i was thinking about making a game that was 100% randomized. if your wondering what do i mean by that, think about this... each and every game that you play on this would constantly changing 100% of the time. no 2 games would ever be the same. the idea is that you start with 1 builder (probe,scv,drone) and it can recall units from around the map that randomly appear any where. each and every unit will spawn at a differant location around the world map and there is no telling who gets what. you might end up with 10 mineral fields or 10 carriers, its all randomized. interesting or no? i think it would also test the veteran players on thier tactics with differant units. such as 4 muta and 2 archons. odd combo's.
0
SpawnTest
Events
Unit - Any Unit Enters P1BuildArea
Local Variables
Conditions
(Unit type of (Triggering unit)) == Gateway
(Owner of (Triggering unit)) == 1
Actions
Unit - Create 5 Zealot for player 9 at (Center of NorthSpawnArea) using default facing (No Options)
how to make this fire only when its player 1's turn and only when timer is at lets say 2 seconds left...right now that fires everytime player 1 creates a gateway reguardless of turns or order.
0
@ZealNaga:
i already got a timer that expires and when it expires it triggers all units in a area to attack. what im basicly looking for is that player 1 builds lets say a barracks, that barracks triggers player 9 to create 6 marines. i got this part, then when it expires then player 1 dont spawn any units when timer expires and its players 2 turn to spawn units, say player 2 has a gateway and it spawns 4 zealot for player 9. what i dont want to happen is that everytime the timer expires that every player spawns units. like i said "takeing turns" LOL. just dont want both to fire when timer expires. could get VERY nasty being i have 8 players, if they all spawned units at the same time, haha.
0
@numark79:
Data/unit reaper/Behavior-reaper jump/
Field Reaper - Reaper Jump
Stats: Height Delta Maximum 4.5---->50
Stats: Height Delta Minimum 1.5---->0
Stats: Initiate Range Down 0.5---->50
Stats: Initiate Range Up 1.5---->50
Stats: Jump Range Maximum 12---->50
Stats: Land Adjustment Down 1----->50
Stats: Land Adjustment Up 0------>50
Stats: Land Arrival Range 0.05--->50
Stats: Landing Check Radius 5------>0
change these ^^^^ to what you want.. max them out if ya wan but it should work. LOL.
0
what i want to do is make each player take its turn in order, player 1 goes 1st, player 2 goes next, then player 3 goes last, then back to player 1 again over and over the lengh of the game. i already have a timer and would like to move to next player when time expires. timer set at 30 seconds after it expires go to player to and so on. i know how to do it but its a VERY long way around where you set the game durration timer and make about half a million tirggers to move it every 30 seconds, omfg no. so! anyone know how to do this? thank you for the help if you do :D.