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    posted a message on Is is possible to make buildable cliffs?

    Fantastic. last question, is it possible to change a buildings model based on what it is next to? for example, if I build a wall section below and to the right of another, could I make the first wall section change to a diagonal piece to line up with it? kind of like how cliffs are formed in the editor

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    I see that custom footprints can be made in the editor via XML, but how can someone make it so that a footprint leads upwards like a ramp, or puts a unit at a higher Z-position like a cliff? Going even further, could that custom ramp lead up to cliffs?

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    Are footprints a property that can be edited on a building? this also needs to be a building that units can make

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    I guess what I'm asking for is if you can build walkable buildings, and ramp buildings too

    Posted in: Data
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    posted a message on Is it possible to use custom cliff models?

    Hi, I'd like to use my own models for cliffs in my terrain. how is this done?

    Posted in: Artist Tavern
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    posted a message on Is is possible to make buildable cliffs?

    Hi everyone. is it possible to make build-able cliffs, like the ones in the terrain editor? or is it possible to make buildings that act exactly like cliffs and perhaps can even be destroyed?

    Posted in: Data
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    posted a message on No shadows on the map when I add my custom model

    Hi Everyone, I have this custom model of a hut, nothing fancy. Whenever I add it to the map, not only does it not cast and shadows, nothing does. as soon as one of it is in the scene, the shadows completely disappear. has anyone got the solution to this?

    Posted in: Artist Tavern
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    posted a message on The rally point ability is missing on my custom building

    Thanks TerraAzure :) it works

    Posted in: Data
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    posted a message on How can I make the AI play with my custom units and buildings?

    Hi Everyone, I have a simple map with a custom building that produces custom footmen. I would like the AI to produce from the building and attack, but at the moment it does nothing. what should I do?

    Posted in: AI Development
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    posted a message on The rally point ability is missing on my custom building

    Hi everyone, I am new to the galaxy editor so I elected to start from the ground up. I have created a barracks building modelled after the barracks from warcraft 3, and it has a training ability which produces my custom footman. the problem is, although you can train the footman in the game, and it is produced, there is no ability to set waypoints. on the building the button is missing and right clicking does nothing when the building is selected.

    Is this common? what is the solution?

    Posted in: Data
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    posted a message on two questions about ai routines and behaviours

    Thank you doctor, I'll have a look at your work this weekend

    Posted in: Data
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    posted a message on Is it possible to make it so that players can place a line of buildings?

    Hi, I'd like to make it so that players can click and drag to place a line of buildings, like a wall. is this something that's possible in galaxy?

    Posted in: UI Development
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    posted a message on two questions about ai routines and behaviours

    Hi Everyone, I have two systems I plan to implement;

    in normal sc2 when units are told to attack (or attack move for that matter) with multiple abilities, I assume they have a hierarchy of importance for abilities. for example, if a unit has heal, I'm sure it will make sure all of it's allies are on full health before attacking or using another ability on autocast. I would like to make a system in my game where the player can assign behaviours in a list, kind of like the trigger list. for example, a player could make it so that if there are any units near the programmed unit on lower than 30% hp, it will stop attacking enemies and immediately shield it. next on the list of behaviours, it could execute enemies with hp lower than 10%. as the heal is on a higher level of priority, it will only go to execution if the first condition is not true. the player could change that completely though at any given time. it's kind of like a modular ai.

    The problem is, I'm quite new to this and I'm not sure if it's possible with AI or behaviours. I know it can be done with Triggers, but I'd prefer to avoid them if I can, because I think it might slow the game down or take control away from the player, whereas if it was just a procedural behaviour or ability the player could just turn off autocast and target things himself.

    The second thing I'd like to do is create a complicated AI path, and I'm not sure if I should be looking at AI, Behaviours or triggers for it. lets say you have a fisherman. you want it so that he grabs his rod from a building. goes to a body of water. waits a certain amount of time, and then brings a fish back to base. All of this should be started by simply clicking on the fisherman and then right clicking on a group of fish in a stream. what I'm thinking is that there is a variable which marks a fisherman's state depending on what part of the job he's at and then changes his behaviour depending on the task at hand. I'm sure this can be done with triggers, but again if it can be done with behaviours I would much rather do that.

    what do you think?

    Posted in: Data
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    posted a message on Complicated AI behaviours for custom resources

    Hi Everyone, I have this map which is something like the settlers 3, in that peasants will repeat complicated patterns with resource requirements. What I worry about is if it is possible without using triggers, and instead using behaviours. I feel like the parameters are limited by what already exists on starcraft 2 units. for example, in my map, mines are explorable like the mine map of heroes of the storm. you right click the entrance to the mine, and the peasants enter the mine, find the veins (wow style) mine, the minerals, bring them to a cart, cart them to the base and repeat.

    Am I looking in the right place? I assume that behaviours are sort of like AI patterns. I'm new to all this but I used the old warcraft 3 editor a lot in the old days.

    Posted in: Galaxy Scripting
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    posted a message on Is there a way to change a building's appearance depending on what it is placed next to?

    Hi everyone, I'm attempting to make a map where you can construct walls. Each wall section is an independent object, which are placed in a line by the player.

    Imagine a wall object like this  -->        |-----|
    Placing a few next to eachother would do this -->     |-----||-----||-----||-----|
    Could I make it so that the building sections together could blend seamlessly like this? -> |--------------------|

    Posted in: Artist Tavern
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