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    posted a message on 1v1 Map Dimensions

    @Bowz3r: Go

    This question, while old, is relevant to another question I had wanted to ask regarding accessing map dimensions. Is there a way to access a map's height and width in the script editor? As in, if I were to write this code:

    int[mapWidth][mapHeight] dimensions;

    I would want mapWidth and mapHeight to be whatever the current width and height of the map are regardless of the map.

    Posted in: Miscellaneous Development
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    posted a message on Jumping the Everyone (E) Camera

    @Yaksmanofage: Go

    Hmm, I can't seem to access the player group that contains all but the two people actually playing. Does that have to be checked for under the conditions for the trigger?

    Posted in: Triggers
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    posted a message on Jumping the Everyone (E) Camera

    @Rice87: Go

    Will this pan just observers' cameras or will the player's cameras be panned as well?

    Posted in: Triggers
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    posted a message on Developing a heatmap system for maps that have to use terrain data.. help

    @zeldarules28: Go

    Thank you very much :)

    Posted in: Terrain
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    posted a message on Jumping the Everyone (E) Camera

    I am in the process of creating a version of an existing 1v1 map that uses AI to determine where the camera should be looking, ala dedicated cameramen for things such as the GSL (STLegend). Right now, I am only trying to figure out how to change the Everyone cam. I want it to jump between the player spawns (room for introducing players) for a certain amount of time. So far I have only been able to change the views for Player 1 and Player 2.

    Posted in: Triggers
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    posted a message on Developing a heatmap system for maps that have to use terrain data.. help

    Hello,

    I am currently creating an AI system that relies on a heatmap to see where exactly certain actions are taking place and focus the camera in on them. Think of an AI commentator/cameraman, that can identify which buildings are being placed where and how they might affect the outcome of a game. One of the biggest challenges I've come across is trying to tie in a certain set of tile's heights (high ground versus low ground) with a building being placed. For example, a Photon Cannon being placed on the low ground while a Probe attempts to create a Pylon on the high ground. Is there a way I can access these things so I can refer to them in my AI code?

    Posted in: Terrain
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