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    posted a message on The Neural Parasite Tentacle

    I've managed, to an extent, make the Neural Parasite (With tentacle, mind you) be managed and make the Infestor able to move while mind controlling the unit. The biggest issue, now, is the glitch side-effect: When it expires or the mind controlled unit dies, the tentacle doesn't dissappear. It merely stays there, right at the spot where the former unit was.

    Has anyone an idea of how to solve this? P.S: It's modified original, not duplicated or anything.

    Posted in: Data
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    posted a message on LotC much closer to completion than you think...

    @GalaxyCross: Go

    Yeah, truth be told, I was too expecting something a bit more, I won't lie. I mean, Oracle insisted we reached the 3.5k view mark so he'd release it, I thought I was going to see a mission sneak peek or even an alpha match against a casual computer, like UPL vs Zerg.

    Posted in: General Chat
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    posted a message on [SOLVED] The issue with Waypoints

    @ArcaneDurandel: Go

    Well, I won't do that, because it's simply too big and too messy to understand, despite my efforts to organize it. That's because it encompasses, at least, SIX Zerg AIs and the respective, single unit types, mostly base units like Lings, Banes, Roaches, Hydras and Mutas. It's mostly ran on variable calculations on Random Integer for both unit quantity (per difficulty), lane selection (per stage progress), timing and even the number of individual 'waves' sent. Yeah, it's kind of a giant math monster for a simple tug-of-war segment.

    What I can do is summarize what I attempted thus far. First was the simple 'pocket' stuff, copied mostly from WoL's 'Breakout' mission to begin with, but it kind of ran stale by the 13th test run. It wasn't fast or intense enough, and didn't feel zergy, hence why I changed it to 'streaming', it makes sense with them. Pocket/balls are more Terran/Protoss stuff.

    Of course I tried insisting on individual AI waves, based on the repetition count of how many times it'd be done, each lane individually configured. The BIGGEST problem is exactly the delay between waypoints. While you can argue it's the quantity I've put, it's that I don't want them to wander off the tracks because of some battle or anything. The delays are between 3-7 seconds ingame and thus, as the units are sitting around, doing nothing, traffic clutters up, and I consider it fatal. You can't factor different speeds into this because it's a single type of unit, all have the same speed and all reach the point at the same time, but somehow they get stuck up because... reasons!

    As an alternative, I've tried going the 'manual' way, aka 'Pick units, order them, etc.' Now, it'd save a lot of AI use, it'd just need to rebuild bullies, as well as it'd be ideal, weren't for THREE problems, exactly with 'lassoing' the units. First of all, as you use the 'pick units' trigger and set the max count, there's a BIG chance it'd pick up the same unit, already doing it, over and over. Now, the solution would be assigning it to a unit group dedicated to the attack wave, but it'd only solve THAT problem. Second, I don't know why they didn't do it, but Blizzard DIDN'T put a 'Unit is Idle' condition, which'd make this task IMMEASURABLY for the better, as separating the chaff from the wheat (idle from busy units), would allow me to put new pairs of units or a single new unit, not the same over and over. And finally, and this is a big one, somehow they mostly won't go for it unless I try what I tried below, the third thing.

    The third was an attempted hybrid of both mentioned above. The procedure is this, it'd mount the attack wave, launch it, add it to a particular group, then cancel the wave and use the units lassoed in the unit group to order manually. Would sound brilliant, except the AI overrides stuff and just sends them home, staying still, save for some exception which are more a glitch, as the AI pathing delay is still there.

    I'm literally on the verge of cancelling this work here because of this one thing. Note: It's the first mission, and terrain and script for virtually the whole campaign was done virtually THREE MONTHS AGO!

    Posted in: Triggers
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    posted a message on [SOLVED] The issue with Waypoints

    Sorry for the delay, I was frying some frenchies for dinner. Tasty... ;)

    @LucidIguana: Go

    Quite impossible, as there's separate waves per unit type, so speed shouldn't be a problem, especially between Zerg units. The issue is, they wait a bit on each waypoint, when they should be moving, and then when the other units catch up, it clumps up and screws everything. That's the issue here, the delay the units have, moping in the waypoint, something you'll notice doesn't happen in either WoL/HotS/LotV campaign missions.

    @AlexanderNova: Go

    Already tried that, didn't budge much. An alternative would be to do the AI version of issuing order, but there's no queue ability to it (Replace Existing Order/After Existing Order). And as I said, it'd be pretty easy to either cut corners and do off-map/burrowed spawning or do as you say and make it twice as masochistic, but it wouldn't sell either way. I WANT to make sure the AI *IS* building and sending units on it's own, or at least an illusion of it, with as little to no gimmick to it as possible.

    Posted in: Triggers
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    posted a message on [SOLVED] The issue with Waypoints

    The same. Let me be more specific.

    The tug-of-war segment I'm creating is to use streams, kind of like the Zerg rushes from the LotV final mission (The Keystone defense mission), to differentiate the Zerg waves from Terran/Protoss, which walk in pack.

    Normally, you'd just need to set up/copy the triggers from that mission. But the thing is, I wished to use the AI for that. In other words, I want the AI to build the units (Bullies already got that covered), or use those already available in his base, instead of just spawning them off corners, giving the impression of a real tug-of-war segment.

    Too much confusing an explanation, isn't it?

    Posted in: Triggers
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    posted a message on LotC much closer to completion than you think...

    MISSION ACCOMPLISHED

    I, as sort of the unofficial spokesman of LotC to SC2Mapster, am glad to inform we hit the official 3.5k like mark needed for the gameplay video. It'll be sent to Jayborino, soon, where you'll get to see what you're gonna play with in a matter of months.

    Keep your ears up for further updates! :D

    Posted in: General Chat
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    posted a message on [SOLVED] The issue with Waypoints

    My issue is, the CPU's units reach a waypoint, but get waiting in there for a while before heading to the next one, when they should IMMEDIATELY be getting there, non-stop. How do I fix that?

    Posted in: Triggers
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    posted a message on Your Favorite Campaign And Why

    Well, I'm much divided between gameplay, story and potential, so I'll talk about the best of both three, IMO.

    GAMEPLAY: I'm pretty much split between both Annihilation and LifeForce. Annihilation because it's taking big steps to keep stuff fresh and entertaining, even after 15 missions, where you'd normally get bored and just want to finish it, and LifeForce because of, what else, we finally figured out what banks are for and how Blizzard managed to keep their campaign progress in the official WoL/HotS/LotV/NCO campaigns. Both the confrontations make sense within the story, both are varied in many ways other than just installation or B&D missions and both are fun in their unique way.

    But if I were to consider the 'invested' factor, I'd say LifeForce comes out on top, because it does everything it can with the material it has to keep a player invested and distracted, despite the apparent initial flaws. So, a point for you Bilxor, but don't feel ashamed, Dudki.

    STORY: The Perfect Soldiers trilogy. Yeah, yeah, I still have criticisms concerning the endings, a bit of the logic employed in some situations or the lack of them in others, and how some people get a little bit TOO much attention than others. But the thing is, this is the first SCII campaign I've played and I'm still impressed on how much time and effort were spent on some of the characters, most notably Amber Sun. While the story is your basic 'little guy versus the big establishment' thing, just with guns in the middle, there are some people you get to root for, because you get to quickly understand and relate to with their struggles, and you know what? You'd fight for the same reasons they're fighting as well. So that's that.

    POTENTIAL: If I had to describe a campaign that held a great promise, was bold with it's choices and felt different and unique, than Narudek/CybrosX work is my definite choice. This is the kind of work that pledges and does go a bit beyond of what we expected - It offers new characters, it offers new sides to play with, it offers a bit of fun and even offers some interesting storylines as well. So why, and this is a criticism I wanted to make in a long time, why doesn't Cybros exploit this potential to it's fullest!?

    Yeah, it's a pretty big claim, but he DOES seem to have the skill, the will and even the boldness to go even further and even possibly make a campaign that could literally become a pillar, along with EivindL's work, of what makes a great custom StarCraft II campaign. All he'd need is a longer storyline and even learn a bit of what Bilxor did, concerning upgrade points and stuff, and he'd soar really high. Your campaigns are great are unique and they have potential, but the biggest weakness is that they're too short and when it's finished, you feel wanting for more, much more. So, just an incentive, you've already scored A+ on the campaign-making babysteps, Cybros, and it's time to get 200 meter dashing in your work. Give us more, and especially, give us even lenghtier!

    Posted in: General Chat
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    posted a message on Co-op Commander: Alarak

    @deltronLive: Go

    Ok, let's sum up from what I saw on the video:

    - Alarak will be a playable hero, like Za'gaga/Kerrigan.

    - Photon Cannons can be overcharged.

    - Can summon a mothership and some Destroyer VRs that'll go Gordon Ramsey in the first seconds.

    - Apparently ranged-only, as Zealots were replaced with a ranged, ball-throwing unit. Pity it ain't the old Vindicators from SC: Ghost. :(

    - Retains Destroyer Void Ray, Wrathwalker Colossus, Vanguards, Ascendants, Havocs and Mothership. Stalkers must be re-skinned only.

    - Alarak seems to have a 'shield' ability, now, recycled from the Rak'Shir graphics.

    All in all, it looks okay. Will keep an eye.

    Posted in: General Chat
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    posted a message on My Thoughts on Nova Pack 2

    I'll keep this to a minimum, so I have a lot to talk about when MP3 is released.

    - The assets are gorgeous as always. In special, props for the guys whom made the cliff doodad buildings for the first mission, reminded a lot of SCBW wasteland buildings. Also, infested banshee and siege tank portraits. :D

    - The story was... ok. The culprit could be seen in a planet afar, sure, but I wanna see how it ends. Also, against SoulFincher, very unlikely they'd run the same gag twice. Very good and unexpected cameo, BTW.

    - Only unbalanced 'tech' so far was giving railguns to Marines, AND still having bunker stim pack when there's no stim pack for marines. Liked making the Raven a medic-spawner.

    - Biggest complaint is the mastery achievements, especially the first mission. The timer for mothership charge could use a bit of a slow-down and an interval before starting to recharge.

    - Good gameplay twists, like choosing what enemy unit types to neutralize and mixing Welcome to the Jungle with Outbreak. The first mission needed more time and work though... :p

    Posted in: General Chat
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    posted a message on Nova Mission Pack 2 is coming!

    New images from the 2nd mission pack.

    Source: http://us.battle.net/sc2/en/blog/20210422/nova-covert-ops-mission-pack-2-7-28-2016

    NEW CANAAN AND BOSS FIGHTS FOLKS!

    Posted in: Project Workplace
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    posted a message on LotC much closer to completion than you think...

    UPDATE - 07/26

    Edited to include full name. Also a new update:

    50 likes to go, people. With that, we get the gameplay, hosted by your one and only Jayborino.

    Posted in: General Chat
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    posted a message on LotC much closer to completion than you think...

    @Baelethal: Go

    Well, what you're waiting for, X-mas? GO LIKE IT!

    Posted in: General Chat
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    posted a message on LotC much closer to completion than you think...

    LotC much closer to completion than you think...

    If you probably played Brood War, you must've played Oracle's AU custom campaign Legacy of the Confederation, and if you played, you probably LOVED it.

    Though not as polished as the latest StarCraft campaigns, the ideas, scenarios and even some gameplay presented were pretty much good fun. It spawned good sequels, a spin-off, it even had a cutscene of it's own, nearly matching Blizzard quality. Don't believe me? Watch the playthrough of the original BW missions in Jayborino's channel.

    But apart from that, despite being so well known and popular, we never got to see it end, the literal Episode III was never finished. There were, sure, plans to remake it on StarCraft II, but until Jayborino made the playthrough, even Oracle had given up when he saw the trouble it was making something like that again, now with all the issues the SCII editor had at the time. We really should thank Jayborino for that one, he resurrected our hopes for a new, more potentially greater LotC custom campaign, the first of it's time in ages.

    But what if I told you that this is much more closer to completion than you actually believe? And that WE can give it a push to release?

    Exactly, while we didn't get to follow it here, on SC2Mapster, LotC did move quite ahead, and I believe we're nearly close to seeing it, and playing it. That's because Oracle had been more focused on updating the Facebook page rather than in other sites, and I must admit he set some absurd view goals in order to see some demonstration videos.

    Here's some proof of LotC's progress:

    https://www.facebook.com/NexusCore/videos/1563561333963784/

    Oracle's even promised a gameplay video, as long as the Facebook page reached 3.500 likes, and he'd go on when he reached that mark.

    The only problem is, it's currently stuck at 3.350. That means only 150 likes are left before we can see a bit of the real action. And WE can and should make it happen. And that's why I say this.

    LET'S HIT THAT GOAL AND GET LOTC OUT FOR EVERYONE TO SEE! Let's bring the old BW glory days straight to 2016/17!

    That's all I'm asking. Simply head to the NexusCore Facebook Page and like it. A few mere mouse clicks, and we'll get what we want, and what I feel we really need.

    It's up to us now. Me and you, getting something really good and promising into the light.

    Let's get to it.

    NexusCore Face Page: https://www.facebook.com/NexusCore/?fref=ts

    NOTE: This wasn't a sponsored post, much less a requested one.

    Posted in: General Chat
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