@esotericmoniker: Go
What AI are you attempting to implament? Just a custom one you made? or a modified one from another game. If you are simply trying to get the tools to modify one from the game, I'd suggest simply using the tools Blizzard gives you... Since the Galaxy Editor has a lot of restrictions (primarily no pointers) most any other AI you implament from anywhere would simply not function, let alone all the modification it would require to work, you might as well learn, and build an AI within Galaxy.
It sounds kind of like you simply want a file that says "double click me to play my mod", I'm not sure if you can make a map file so it automatically opens SCII and runs the map with all the integration into bnet and such.
I never messed around with the WC3 AI much, but from what I've seen of the SCII editor, it has a few nice things in it such as "simulated APM" (which isn't really that well implamented) as well as the typical FSMs that permiate AIs in prety much all games currently made (and I hate it!... lol, but that's an entirely different matter).
@DJSplendid: Go
Actually... if you've ever read a EULA, you'd know that you're basically "being allowed" to use their (or any company for that matter) software, and they may change or discontinue your service at any time, for any reason. Yes, you technically, physically own the magnetic plates (or polymer ?substrate? if you have an SSD), but technically, blizzard could legally forbid you from using their software just cause they wanna, and I'd be willing to bet, president asside, take action to have it forcibly removed. Not that any company would risk the fallout, nor spend the money to do so... And it goes without saying, cracking or hacking software goes against this EULA like opening most electronics voids the warranty. I run a CD crack on a lot of my older software, but regardless of how high a box you stand on, it's technically prohibited.
So... You want to make a Geo-Wars style game... and you can't get the mouse's position, can't you just move an invisible unit to the mouse's location and get it's (x,y)? You won't get a prety unit that turns to always face the mouse cursor, but it should allow you to fire a "ray" type weapon in that direction.
Wow, I rarely play that long of a game with an AI... even an Insane difficulty AI will sometimes wait FOREVER to expand to a 2nd base? and neither of the insane AIs ever tech past tier 2?
The "simplest" way to beat the insane AI is to rush it... 6pool, cannon, or proxy barracks at a 7 or 8 pool... Youtube is a great resource for finding how to do these builds, as well as achievements and other stuff.
If you want to beat it without rushing, the next simplest way is to turtle (good old SC style). Hunker down with siege tanks or Colosus (zerg can turtle, but it's a bit rougher with something like spine crawlers and hydras or broodlords if you can make it there...)
Just know that if you wall yourself in (it doesn't even have to be completely) the comp will retreat, tech a little, and build a HUUUGE (diverse) force. So you have to be ready for it.
Umm... If "popularity" is supposed to be the number of games played over (x) period of time, then a 30 min game is naturally going to have 1/6 the "popularity" of a 5 min game... because 6 times the number of games need to be played to occupy the same quantity of time... (of course there's loby time)
I'm not sure what this graph is supposed to represent, nor the point it's making... You say that the more players in a game and the longer the game takes the fewer times per x (time) the game is played... but as I pointed out that's a falatious point. I am missunderstanding this. Please clarify.
Nite01, what w0lf and the others are trying to tell you is there is no such thing as a pointer in SCII, therefore there is no such thing as dynamic memory allocation, and no such thing as a variable array. I have not tried, but I am prety sure you cannot pass an array as a parameter...
That being said... You can always do a "for each X in Y" loop for anything you don't know the quantity of, or you can do a while loop (an infinite loop) that exits when you run out of "things"
IMHO I think this issue is old as ideas. If you share an idea, you risk someone else scooping it up and doing it better than you, and with a very large group of amatures (I doubt any of us would call us professionals at GE or GS) you get a lot of that. Everyone wants recognition for what they've done. That's natural. You can tell people to share their ideas, and you can berate them for being selfish (not saying you are) and you can ask them for ideas, but in the end, it's each user's choice.
If you want to encourage people to share more ideas, then the community needs to adopt a more "shout out" kind of attitude (not that there isn't one). In my map, I have a "Special thanks" and thank Blizzard for their work, and then also thank "S3rius of sc2mapster.com for answering all my simply API questions" and had planned on thanking him (and a couple others now) in my release post. And I didn't even get any code from him, just some questions about the development environment and such.
It will mean more dead posts to wade through, but if you want people to be more willing to share, then you have to be willing to make that "I gotta try this, thanks!" post.
Wow! really nice work! would never guess (except for recognizing things) that that was SC2. Your use of Doodad's and terrain lv variation is really nice! You ever done any level design in any other engine?
You could do this with triggers. Make a custom wraith or valk and scale it down to like 30%, and then give it commands to attack a target, and then once they've attacked once fly on to the next target (you might need to make them move past the target, and edit them so they can attack while moving so it looks more like a "bombing run" rather than them stopping and attacking.
Honestly I thought the same thing after I posted, but then I realized it's probably there to stop your triggers during cinematic mode and other situations where scripts are not supposed to be running (of course, you could shurt them all off yourself, but it's nice to have an off switch).
You can also turn triggers "on and off", and it may be for that purpose as well... so if you call a trigger and it is off, you don't crash and burn.
0
@esotericmoniker: Go What AI are you attempting to implament? Just a custom one you made? or a modified one from another game. If you are simply trying to get the tools to modify one from the game, I'd suggest simply using the tools Blizzard gives you... Since the Galaxy Editor has a lot of restrictions (primarily no pointers) most any other AI you implament from anywhere would simply not function, let alone all the modification it would require to work, you might as well learn, and build an AI within Galaxy.
It sounds kind of like you simply want a file that says "double click me to play my mod", I'm not sure if you can make a map file so it automatically opens SCII and runs the map with all the integration into bnet and such.
I never messed around with the WC3 AI much, but from what I've seen of the SCII editor, it has a few nice things in it such as "simulated APM" (which isn't really that well implamented) as well as the typical FSMs that permiate AIs in prety much all games currently made (and I hate it!... lol, but that's an entirely different matter).
@DJSplendid: Go Actually... if you've ever read a EULA, you'd know that you're basically "being allowed" to use their (or any company for that matter) software, and they may change or discontinue your service at any time, for any reason. Yes, you technically, physically own the magnetic plates (or polymer ?substrate? if you have an SSD), but technically, blizzard could legally forbid you from using their software just cause they wanna, and I'd be willing to bet, president asside, take action to have it forcibly removed. Not that any company would risk the fallout, nor spend the money to do so... And it goes without saying, cracking or hacking software goes against this EULA like opening most electronics voids the warranty. I run a CD crack on a lot of my older software, but regardless of how high a box you stand on, it's technically prohibited.
0
So... You want to make a Geo-Wars style game... and you can't get the mouse's position, can't you just move an invisible unit to the mouse's location and get it's (x,y)? You won't get a prety unit that turns to always face the mouse cursor, but it should allow you to fire a "ray" type weapon in that direction.
0
@gyomalin: Go
Wow, I rarely play that long of a game with an AI... even an Insane difficulty AI will sometimes wait FOREVER to expand to a 2nd base? and neither of the insane AIs ever tech past tier 2?
0
The "simplest" way to beat the insane AI is to rush it... 6pool, cannon, or proxy barracks at a 7 or 8 pool... Youtube is a great resource for finding how to do these builds, as well as achievements and other stuff.
If you want to beat it without rushing, the next simplest way is to turtle (good old SC style). Hunker down with siege tanks or Colosus (zerg can turtle, but it's a bit rougher with something like spine crawlers and hydras or broodlords if you can make it there...)
Just know that if you wall yourself in (it doesn't even have to be completely) the comp will retreat, tech a little, and build a HUUUGE (diverse) force. So you have to be ready for it.
0
@RodrigoAlves: Go
Umm... If "popularity" is supposed to be the number of games played over (x) period of time, then a 30 min game is naturally going to have 1/6 the "popularity" of a 5 min game... because 6 times the number of games need to be played to occupy the same quantity of time... (of course there's loby time)
I'm not sure what this graph is supposed to represent, nor the point it's making... You say that the more players in a game and the longer the game takes the fewer times per x (time) the game is played... but as I pointed out that's a falatious point. I am missunderstanding this. Please clarify.
0
Center? sure it's not top-left?
0
Nite01, what w0lf and the others are trying to tell you is there is no such thing as a pointer in SCII, therefore there is no such thing as dynamic memory allocation, and no such thing as a variable array. I have not tried, but I am prety sure you cannot pass an array as a parameter...
That being said... You can always do a "for each X in Y" loop for anything you don't know the quantity of, or you can do a while loop (an infinite loop) that exits when you run out of "things"
0
@bulletbutter: Go
Uhh, is player 5 the one moving the unit there?
0
IMHO I think this issue is old as ideas. If you share an idea, you risk someone else scooping it up and doing it better than you, and with a very large group of amatures (I doubt any of us would call us professionals at GE or GS) you get a lot of that. Everyone wants recognition for what they've done. That's natural. You can tell people to share their ideas, and you can berate them for being selfish (not saying you are) and you can ask them for ideas, but in the end, it's each user's choice.
If you want to encourage people to share more ideas, then the community needs to adopt a more "shout out" kind of attitude (not that there isn't one). In my map, I have a "Special thanks" and thank Blizzard for their work, and then also thank "S3rius of sc2mapster.com for answering all my simply API questions" and had planned on thanking him (and a couple others now) in my release post. And I didn't even get any code from him, just some questions about the development environment and such.
It will mean more dead posts to wade through, but if you want people to be more willing to share, then you have to be willing to make that "I gotta try this, thanks!" post.
0
@replaywarrior: Go
Wow! really nice work! would never guess (except for recognizing things) that that was SC2. Your use of Doodad's and terrain lv variation is really nice! You ever done any level design in any other engine?
0
You could do this with triggers. Make a custom wraith or valk and scale it down to like 30%, and then give it commands to attack a target, and then once they've attacked once fly on to the next target (you might need to make them move past the target, and edit them so they can attack while moving so it looks more like a "bombing run" rather than them stopping and attacking.
0
@s3rius: Go
Honestly I thought the same thing after I posted, but then I realized it's probably there to stop your triggers during cinematic mode and other situations where scripts are not supposed to be running (of course, you could shurt them all off yourself, but it's nice to have an off switch).
You can also turn triggers "on and off", and it may be for that purpose as well... so if you call a trigger and it is off, you don't crash and burn.
0
I would do a couple things to clean up and fix your code...
Variable(type:Region, array[4]):RegionArrayPlayerStartingPoint = (Stick your 4 player regions in here)
0
stun the unit for 0.01 seconds?
0
From the posts I've read, the best you can get is roughly 32 fps.