Personally, I think Bibendus would be fine posting just the Boss AI, as that's the point of this contest, not the player units. Yeah, we won't be able to play HIS MAP without the engine, but the point of this contest isn't to be able to play the map, but to learn from different people different ways of making bosses and their AI's.
I also agree with thommiej, as I only have a couple hours left today of free time and there's no way my boss is going to be complete by the deadline. =[=[ I'll finish him one way or another though, even if he doesn't get into the contest.
I don't know if there's a range attribute to the Build command, but what about doing this wc3 style, and make an invisible unit with very high movespeed and the abilities to do this for you?
@voodude2008: Go
Actually I am already using this in his initial front. When players first enter the arena, he runs to the middle tower defensively trying to stay between it and the players, and periodically throws up turrets. I suppose I could also use this for when he wants to rebuild a tower and there are other units around.
@TheAlmaity: Go
What's FF random units?
I'm really looking for either new abilities or intuitive uses of normal abilities.
And Douglas Adams kicks ass.
I'm working on a boss fight. The boss is an oversized SCV with an obsession complex. He is in a small square arena where there lies 5 towers. In each corner there's an attack-less tower that supplies power to the tower in middle. This middle tower is a turret of sorts, and the more towers that are powering it, the more damage it does. Now, for the players, if they were to attack the center tower while it was fully powered they would be annihilated. So naturally, they will target the power towers.
Now, the Engineer doesn't like other people messing with his stuff! So once they start attacking, he simply picks one out and attacks them until they stop attacking the tower. Once the towers start to get low on HP he begins freaking and alternates between trying to repair the towers and using his warp ability. This first ability he uses by running up to a player, and then grabbing them and blinking to the center of the map so that the turret can blast the hell out of them.
Now here's where I'm stuck. This is the only ability I can think of so far. Any other ideas?
My next idea I think will involve him noticing a tower is about to go down, so he runs to the middle, charges up the turret, and essentially nukes one of his own towers to kill those around it. He can rebuild new power towers, but that involves quite a bit of time where the other players can really beat up on the other towers.
Meh, would like to enter this since I like making ai, but I can't see it happening since I would need to make spells for the heroes too. =(
Haha,.. I'm working on a boss right now, but I have nothing for the heros, so I've just given each player mass resources until I finish the boss. I think someone should make some basic heros that we can easily import in for our boss fights ;)
In case you haven't gotten my messages on IRC; I believe the dual map start bug is due to players not voting and the vote time timing out. It probably starts one map because players have at least partially voted, and another map because it assumes nobody voted? Just a thought.
This is going to be for a very fast paced minigame and the camera is thus locked on the space of a small arena. If this does what I think it does, then it's not going to work. Let me look into it.
Is there a way to use triggers to bring up a targetting cursor for a player?
What I'm trying to do is make an ability that requires two points to complete, but I could make the actual ability through the trigger editor since I've been told I can't do this with the data editor. So now I'm looking to do this through triggers, but I'm failing to find anything here either.
Is there a way to use triggers to bring up a targetting cursor for a player?
Gah,.. guess it's bad to start a thread in the Data section and then ask a trigger question..... I'll make a new post for the trigger section asking this.
What I was trying to do is make a blank ability to trigger off a trigger that will make the unit use another blank ability, but I can't figure out a way how.
Just to clear this up, "Vampire" style maps are just Cat and Mouse games, which is a much better way of describing them, just as well as a much older concept. I remember playing Cat and Mouse UMS maps.
Anyway, I'm looking for triggerwork to do, and I fail at getting anything done planned myself, so I'd be willing to contribute some work.
I'm wanting to create a blink ability that requires two targeted points. The first point being the location being blinked to, the second being in which direction from this first point the unit will be facing.
Now my first problem is just knowing where to even start. I've created a copy of a blink ability to start, but I cannot find very much information. Any help, or even just links to ability tutorials that might be helpful would be great. I'll continue to post to this thread with questions I have during this process.
I already know of the wiki tutorials, and I've skimmed over several pages of the tutorial section of the forums, but I haven't seen anything on two targetted point abilities. Perhaps I need to create two abilities and have one trigger off the other? Wait, no, I need to do this with the data editor to become better familiarized. I could do it with triggers as I would in WC3.
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Agreed
@Raszagul: Go That is one awesome ling.
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Unit - Any Unit takes Fatal Any damage (from Any effects)
Unit takes Damage
Change the type of damage to fatal, select your abilities damaging effect.
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Personally, I think Bibendus would be fine posting just the Boss AI, as that's the point of this contest, not the player units. Yeah, we won't be able to play HIS MAP without the engine, but the point of this contest isn't to be able to play the map, but to learn from different people different ways of making bosses and their AI's.
I also agree with thommiej, as I only have a couple hours left today of free time and there's no way my boss is going to be complete by the deadline. =[=[ I'll finish him one way or another though, even if he doesn't get into the contest.
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@RodrigoAlves: Go I was thinking about this the other day! I think it's really neat how well this is working for you.
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Relative positioning through triggers?
Find the coordinates relative to the starting position, and just mimic that.
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I don't know if there's a range attribute to the Build command, but what about doing this wc3 style, and make an invisible unit with very high movespeed and the abilities to do this for you?
0
@voodude2008: Go Actually I am already using this in his initial front. When players first enter the arena, he runs to the middle tower defensively trying to stay between it and the players, and periodically throws up turrets. I suppose I could also use this for when he wants to rebuild a tower and there are other units around.
@TheAlmaity: Go What's FF random units?
I'm really looking for either new abilities or intuitive uses of normal abilities.
And Douglas Adams kicks ass.
0
I'm working on a boss fight. The boss is an oversized SCV with an obsession complex. He is in a small square arena where there lies 5 towers. In each corner there's an attack-less tower that supplies power to the tower in middle. This middle tower is a turret of sorts, and the more towers that are powering it, the more damage it does. Now, for the players, if they were to attack the center tower while it was fully powered they would be annihilated. So naturally, they will target the power towers.
Now, the Engineer doesn't like other people messing with his stuff! So once they start attacking, he simply picks one out and attacks them until they stop attacking the tower. Once the towers start to get low on HP he begins freaking and alternates between trying to repair the towers and using his warp ability. This first ability he uses by running up to a player, and then grabbing them and blinking to the center of the map so that the turret can blast the hell out of them.
Now here's where I'm stuck. This is the only ability I can think of so far. Any other ideas?
My next idea I think will involve him noticing a tower is about to go down, so he runs to the middle, charges up the turret, and essentially nukes one of his own towers to kill those around it. He can rebuild new power towers, but that involves quite a bit of time where the other players can really beat up on the other towers.
0
Haha,.. I'm working on a boss right now, but I have nothing for the heros, so I've just given each player mass resources until I finish the boss. I think someone should make some basic heros that we can easily import in for our boss fights ;)
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I like the minigame idea;
In case you haven't gotten my messages on IRC; I believe the dual map start bug is due to players not voting and the vote time timing out. It probably starts one map because players have at least partially voted, and another map because it assumes nobody voted? Just a thought.
0
This is going to be for a very fast paced minigame and the camera is thus locked on the space of a small arena. If this does what I think it does, then it's not going to work. Let me look into it.
0
Is there a way to use triggers to bring up a targetting cursor for a player?
What I'm trying to do is make an ability that requires two points to complete, but I could make the actual ability through the trigger editor since I've been told I can't do this with the data editor. So now I'm looking to do this through triggers, but I'm failing to find anything here either.
0
Is there a way to use triggers to bring up a targetting cursor for a player?
Gah,.. guess it's bad to start a thread in the Data section and then ask a trigger question..... I'll make a new post for the trigger section asking this.
What I was trying to do is make a blank ability to trigger off a trigger that will make the unit use another blank ability, but I can't figure out a way how.
0
Just to clear this up, "Vampire" style maps are just Cat and Mouse games, which is a much better way of describing them, just as well as a much older concept. I remember playing Cat and Mouse UMS maps.
Anyway, I'm looking for triggerwork to do, and I fail at getting anything done planned myself, so I'd be willing to contribute some work.
0
I'm wanting to create a blink ability that requires two targeted points. The first point being the location being blinked to, the second being in which direction from this first point the unit will be facing.
Now my first problem is just knowing where to even start. I've created a copy of a blink ability to start, but I cannot find very much information. Any help, or even just links to ability tutorials that might be helpful would be great. I'll continue to post to this thread with questions I have during this process.
I already know of the wiki tutorials, and I've skimmed over several pages of the tutorial section of the forums, but I haven't seen anything on two targetted point abilities. Perhaps I need to create two abilities and have one trigger off the other? Wait, no, I need to do this with the data editor to become better familiarized. I could do it with triggers as I would in WC3.