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    posted a message on How to: Order AI to setup and maintain a small base?

    Just place the base in the editor as you want the base to appear when it is completed by the AI. Then select each unit in this base and press enter. In the menu that comes up there is three tab options, general, ai and textures. Go to ai.

    Do the things I said there, unselecting "initially created" and setting the rebuild count to always. The units should appear purple now.

    You have to enable the ai to run in order for it to build anything. Don't worry, if you don't make attack waves for the computer player it wont actually attack. Set up a trigger for when you want the computer to build and add these actions:

    AI - Start the campaign AI for player 2
    AI - Activate bullies in region "Player 2 Base" for player 2

    Remember to give the computer (in my example player 2) enough resources and scvs/drones/probes to be able to build anything.

    Sorry if I'm unclear, I'm not really good in English. Hope this works :)

    Posted in: AI Development
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    posted a message on How to: Order AI to setup and maintain a small base?

    I think bullies would be a nice way to do this.

    Place the buildings and units that the AI should build. Select all, press enter and go to object properties, then go to the AI tab. There you can uncheck "initially created" so that buildings aren't created when the game begins. "Available for attack waves" are up to you. In difficulty you can select how many times the different difficulty level ai shall rebuild the units/buildings. Set to always (or a set number up to 13)

    Make a region around the base and when you want the AI to attempt to build the base create a trigger with the action "AI - Activate bullies in region for player"

    The AI must be running by this point.

    I'm pretty sure this would work.

    Posted in: AI Development
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    posted a message on (Solved) How do I prolong the Torrasque Chrysalis duration?

    Thank you very much for your help. I would not have gone anywhere without it :)

    There were some weird actor thing going on so I could not just add the behavior modification to the regular Torrasque because then the chrysalis would not spawn and it would be stuck in corpse mode. I had to wait for the chrysalis to spawn to control the morphing time.

    My new behavior blocks morphing time. With this I can more easily control the morphing progress through triggers. I simply add the behavior when I want to freeze the morphing and remove when it should continue. Not perfect since it still needs the 6 seconds total to perform the morphing but I just remove it 6 seconds earlier then it should in my freeze trigger.

    I reckon other people would prefer data but I find it easier to work with triggers, and I can more easily adjust the pause according to gameplay events.

    Posted in: Data
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    posted a message on WC3 Models Hype!

    I think the upgrades are very noticeable.

    But that Tyrande model... :P

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    Ooh, those flora and rocks look real nice :D

    The other stuff was cool as well. Hehe, demon zerglings. :)

    Posted in: Warcraft Modding
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    posted a message on (Solved) How do I prolong the Torrasque Chrysalis duration?

    In my map I want the Torrasque to only be killed while in chrysalis form.

    I have reduced the killable period after a resurrection to 1 second so that the Torrasque don't die while in ultralisk form. I want the player to kill him several times and for each time the chrysalis form should last longer, making it easier to kill the chrysalis before he resurrect again.

    But I can't for the love of anything find the spot in the data were the duration of the chrysalis form is. I think I've looked in every connected buff and effect.

    Have I overlooked something? Anyone else have any experience with this?

    Posted in: Data
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    posted a message on WC3 Models Hype!
    Quote from Traysent: Go

    All structures are included. The spell effects have not been recreated. Unit sounds include selection and order sounds. The mod is like the standard SC2 mod files.

    Oh well, someone will probably make a mod with all the spells sooner or later.
    This is neat :)

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    Do we only get the models or are the units/heroes with all abilities ready in the editor?

    Dont expect it really but it would save a ton of time if the abilities were already there :)

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    This is awesome :D

    Posted in: Warcraft Modding
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    posted a message on Ignos (Campaign)

    @StealthToast: Go

    Nice. I've already got reports on issues i need to fix. I'll fix them and send you a link on a pm as soon as possible.

    Thanks :D

    Posted in: Map Feedback
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    posted a message on Ignos (Campaign)

    @DudkiSC2: Go

    Very much appreciated :D

    I've sent you a PM

    Posted in: Map Feedback
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    posted a message on Ignos (Campaign)

    Peekaboo

    Not entirely dead yet. :)

    Ignos5 Preview

    Ignos5 Preview

    Ignos5 Preview

    An early playable version is being tested. Alas, more work need to be done before some kind of release. Give me a tell if you want to test and offer feedback.

    More progress estimated done around soon.... ish.,

    Posted in: Map Feedback
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    posted a message on Loading Screen Image

    Hmm, that would be much harder.

    I'll look around but I think someone else will have to help you. I reckon it would require some moving around the UI somehow.

    Posted in: Miscellaneous Development
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    posted a message on Loading Screen Image

    The editor will also overwrite the minimap image every time you make changes to the map, so you must repeat this as the very last action before saving. Every time!

    Posted in: Miscellaneous Development
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    posted a message on Loading Screen Image

    I managed to do this

    minimap test1

    But that also means you'll be stuck with this

    minimap test2

    What you need is to scale your image to fit as a minimap and make it a tga file. Then you must name the file MinimapB.tga

    Just import the image to your map and when it is imported you must rename it Minimap.tga. Then save. The Minimap.tga file will disappear from the imported file list, but it will show up when you load the map.

    (your image can not be imported if it's called Minimap.tga, the editor won't allow it. So you must first name it something else, like MinimapB.tga, then rename it while in the file import manager)

    I'll upload my test map and the tga file I used so you can tinker with them if you need to.

    Posted in: Miscellaneous Development
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