I've never used it before, but maybe try using the Resource Restore Bonus field in the Modify Unit effect type? If that works as I'm assuming it does I guess you would have it be the periodic effect of a behavior which you put on the mineral fields and geysers.
Hey guys, I've been making a foray into making an AI for a project of mine recently, and I've made a useful discovery along the way. I didn't see anything about it when I searched it here so I figure I should put this information out here.
So, the build flag parameter of the AI Build action, what does it do? It determines where the AI will seek to build the structure within the chosen town. This includes this such as where gas harvesting structures are built (ie on top of geysers), if they should be spaced out for things such as efficient protoss psi distribution, defensive structures being placed near mineral lines/chokes, etc. Several structures have a triggered default flag, but if you make custom structures with similar functionalities to any of these and you may run into some problems. Using the correct flags can fix this.
Now, the numbers each of these different flags are associated with is the difficult and confusing part. You might expect them to be neatly indexed from 0 to however many there are. However, this is not the case.
There are numerous flags which are declared that are found in TriggerLib/BuildAI.galaxy. Instead of normal numbers, they are associated with hexadecimal values. I have converted all of these hexadecimals to typical numbers, and here you see all of their values.
These flags are all just a single hexadecimal value, but there are more which are of combinations of these flags using a bitwise or operation (Basically just adding the numbers together)
These flags themselves I haven't seen used as the actual build flags, but only as components. I'm not sure if these flags in of themselves work, or if you can make your own combinations. My guess is that only the declared flags will work, but I haven't tested this. Now, onto the flags primarily used.
c_makeStandard = c_makeNoFlags = 0
c_makeCenter = c_nearResource = 262144 (This is for HQ structures such as Command Centers)
c_makeCreep = c_valueSpaceMajor | c_avoidPowerOrCreep = 1052928 (This is used for Creep Tumors to help maximize creep coverage)
c_makePower = c_valueSpaceMajor | c_avoidPowerOrCreep | c_nearFarDropoff = 1085696 (This is used for Pylons to help maximize Psi coverage)
c_makeExpanPower = c_nearResource | c_nearDropoff | c_avoidClosePowerOrCreep = 296961 (No found usage, but maybe its used for Pylons in select situations?)
c_makeDarkPower = c_nearResource | c_nearDropoff = 296960 (Same as the normal power flag, except it doesn't care at all if it is placed within Psi, only found use case is a Protoss structure which was cut during development)
c_makeCollector = c_onVespeneGas | c_nearDropoff = 268470272 (This is for gas harvesting structures such as Refineries)
c_makeDefense = c_avoidCloseDefense | c_nearResource | c_nearFarDropoff | c_nearFarFactory | c_nearFarPowerOrCreep | c_nearChokePoint = 831492 (This is used for defensive buildings, primarily any which can target ground units)
c_makeResourceDefense = c_avoidCloseDefense| c_nearResource = 262148 (This is used primarily for defensive structures which may only target air units)
c_makeLowerable = c_makeStandard | c_canLower = 134217728 (This is for Supply Depots)
c_makeWall = c_nearChokePoint | c_canBlock = 201850880 (No found usage, not exactly sure how this works out)
I haven't tested what each and every one of these flags do, but I think looking at the names and the components they are made of are self explanatory enough that with some messing around you could figure it all out. Anyways, I hope this helps some people out, and please do share any discoveries relevant to the uses of the flags or let me know if I've made any mistakes in the math.
I personally have never actually done that that I can recall, however, based on the warnings the editor gives you, that is what I've been lead to believe is true.
It ought to be noted that evenif a map is deleted, the exact name cannot be used again in future uploads, by anyone at all, even if it's from the account that published it in the first place.
Oh my, I was just going though my old threads, and totally did not realize you had followed up on this, StringStorm. (Albeit quite some time later)
I am very impressed with the result of what you did with my line. And that was almost a few years ago. Maybe I'll try this voice-over thing again, now that I'm older, perhaps I'll have a better voice for what I was trying to do.
Do you speak of the multiplayer extension mod? As far as I know it should be up. It may be worth noting it will only be visible if your gameplay expansion is set to LotV. (You don't need to even own LotV to do so)
As usual, I've completely forgotten to be posting any updates here, but there has been a TON of new content put out since I released the extension mod version. I've done over a number of unit models, and many structure models, and plenty of gameplay changes, including the casters receiving entirely new ability kits, an ability or 2 for basic units, changed up some of the upgrades (Removing some, adding others)
Overall, lots of stuff. Even if you've already played the race before like a year or 2 ago, I think this is worth checking out again.
And, since there's no reason not to, I'll add some pictures of the structures, and the new unit models as well! :D
Well, the story/lore for Xeyed as I understand it has been completely upended since the Nascency campaign was put on hiatus. If I'm restarting the campaign for a 3rd time, it's gonna be completely redone.
Hi guys! Supernova134 here. I've been working a fair amount on my Xeyed custom race extension mod for the past few months now. I am now starting up some video content to help gain some awareness. I'm beginning with some Xeyed unit overview videos, but in the future, I will hopefully be branching out to show matches, build guides, you name it.
It's been a long time since I've posted any updates here, but for those who are unaware, Xeyed is now available to play as an extension mod on the NA server! Search "Xeyed Custom Race", and it should come up if you're on LotV expansion. Also of note is my in-game group called Xeyed Agents, if you're ever looking for people to play with, and a fair amount of tweaks, and a few minor unit redesigns have been made since my last post here lining out the patch notes.
0
I've never used it before, but maybe try using the Resource Restore Bonus field in the Modify Unit effect type? If that works as I'm assuming it does I guess you would have it be the periodic effect of a behavior which you put on the mineral fields and geysers.
0
Hey guys, I've been making a foray into making an AI for a project of mine recently, and I've made a useful discovery along the way. I didn't see anything about it when I searched it here so I figure I should put this information out here.
So, the build flag parameter of the AI Build action, what does it do? It determines where the AI will seek to build the structure within the chosen town. This includes this such as where gas harvesting structures are built (ie on top of geysers), if they should be spaced out for things such as efficient protoss psi distribution, defensive structures being placed near mineral lines/chokes, etc. Several structures have a triggered default flag, but if you make custom structures with similar functionalities to any of these and you may run into some problems. Using the correct flags can fix this.
Now, the numbers each of these different flags are associated with is the difficult and confusing part. You might expect them to be neatly indexed from 0 to however many there are. However, this is not the case.
There are numerous flags which are declared that are found in TriggerLib/BuildAI.galaxy. Instead of normal numbers, they are associated with hexadecimal values. I have converted all of these hexadecimals to typical numbers, and here you see all of their values.
c_makeDefault = -1
c_makeNoFlags = 0x00000000 = 0
c_avoidClosePowerOrCreep = 0x00000001 = 1
c_avoidCloseFactory = 0x00000002 = 2
c_avoidCloseDefense = 0x00000004 = 4
c_avoidCloseDropoff = 0x00000008 = 8
c_avoidFarPowerOrCreep = 0x00000010 = 16
c_avoidFarFactory = 0x00000020 = 32
c_avoidFarDefense = 0x00000040 = 64
c_avoidFarDropoff = 0x00000080 = 128
c_nearClosePowerOrCreep = 0x00000100 = 256
c_nearCloseFactory = 0x00000200 = 512
c_nearCloseDefense = 0x00000400 = 1024
c_nearCloseDropoff = 0x00000800 = 2048
c_nearFarPowerOrCreep = 0x00001000 = 4096
c_nearFarFactory = 0x00002000 = 8192
c_nearFarDefense = 0x00004000 = 16384
c_nearFarDropoff = 0x00008000 = 32768
c_avoidResource = 0x00010000 = 65536
c_avoidChokePoint = 0x00020000 = 131072
c_nearResource = 0x00040000 = 262144
c_nearChokePoint = 0x00080000 = 524288
c_valueSpaceMinor = 0x00100000 = 1048576
c_valueSpaceMajor = 0x00200000 = 2097152
c_valueTouchingEdges = 0x00400000 = 4194304
c_canBlock = 0x0c000000 = 201326592
c_canLower = 0x08000000 = 134217728
c_onVespeneGas = 0x10000000 = 268435456
c_onlyHere = 0x20000000 = 536870912
c_ignoreDanger = 0x40000000 = 1073741824
These flags are all just a single hexadecimal value, but there are more which are of combinations of these flags using a bitwise or operation (Basically just adding the numbers together)
c_avoidPowerOrCreep = c_avoidClosePowerOrCreep | c_avoidFarPowerOrCreep = 17
c_avoidFactory = c_avoidCloseFactory | c_avoidFarFactory = 34
c_avoidDefense = c_avoidCloseDefense | c_avoidFarDefense = 68
c_avoidDropoff = c_avoidCloseDropoff | c_avoidFarDropoff = 136
c_nearPowerOrCreep = c_nearClosePowerOrCreep | nearFarPowerOrCreep = 4352
c_nearFactory = c_nearCloseFactory | c_nearFarFactory = 8704
c_nearDefense = c_nearCloseDefense | c_nearFarDefense = 17408
c_nearDropoff = c_nearCloseDropoff | c_nearFarDropoff = 34816
These flags themselves I haven't seen used as the actual build flags, but only as components. I'm not sure if these flags in of themselves work, or if you can make your own combinations. My guess is that only the declared flags will work, but I haven't tested this. Now, onto the flags primarily used.
c_makeStandard = c_makeNoFlags = 0
c_makeCenter = c_nearResource = 262144 (This is for HQ structures such as Command Centers)
c_makeCreep = c_valueSpaceMajor | c_avoidPowerOrCreep = 1052928 (This is used for Creep Tumors to help maximize creep coverage)
c_makePower = c_valueSpaceMajor | c_avoidPowerOrCreep | c_nearFarDropoff = 1085696 (This is used for Pylons to help maximize Psi coverage)
c_makeExpanPower = c_nearResource | c_nearDropoff | c_avoidClosePowerOrCreep = 296961 (No found usage, but maybe its used for Pylons in select situations?)
c_makeDarkPower = c_nearResource | c_nearDropoff = 296960 (Same as the normal power flag, except it doesn't care at all if it is placed within Psi, only found use case is a Protoss structure which was cut during development)
c_makeCollector = c_onVespeneGas | c_nearDropoff = 268470272 (This is for gas harvesting structures such as Refineries)
c_makeDefense = c_avoidCloseDefense | c_nearResource | c_nearFarDropoff | c_nearFarFactory | c_nearFarPowerOrCreep | c_nearChokePoint = 831492 (This is used for defensive buildings, primarily any which can target ground units)
c_makeResourceDefense = c_avoidCloseDefense| c_nearResource = 262148 (This is used primarily for defensive structures which may only target air units)
c_makeLowerable = c_makeStandard | c_canLower = 134217728 (This is for Supply Depots)
c_makeWall = c_nearChokePoint | c_canBlock = 201850880 (No found usage, not exactly sure how this works out)
I haven't tested what each and every one of these flags do, but I think looking at the names and the components they are made of are self explanatory enough that with some messing around you could figure it all out. Anyways, I hope this helps some people out, and please do share any discoveries relevant to the uses of the flags or let me know if I've made any mistakes in the math.
0
I personally have never actually done that that I can recall, however, based on the warnings the editor gives you, that is what I've been lead to believe is true.
0
It ought to be noted that even if a map is deleted, the exact name cannot be used again in future uploads, by anyone at all, even if it's from the account that published it in the first place.
0
Umm....kay?
0.955471698113208
Excellent use of emissive/composite materials :D
0.954833597464342
Water ripples are "terrain squibs" which are set in actor data. Look at unit actors that already have them for reference.
0
Try using target sorts. (A field you can use in weapon/effect data) I believe the one called "TSDistance" will give you the desired result.
0
Oh my, I was just going though my old threads, and totally did not realize you had followed up on this, StringStorm. (Albeit quite some time later)
I am very impressed with the result of what you did with my line. And that was almost a few years ago. Maybe I'll try this voice-over thing again, now that I'm older, perhaps I'll have a better voice for what I was trying to do.
0
In reply to lihouchen:
0
As usual, I've completely forgotten to be posting any updates here, but there has been a TON of new content put out since I released the extension mod version. I've done over a number of unit models, and many structure models, and plenty of gameplay changes, including the casters receiving entirely new ability kits, an ability or 2 for basic units, changed up some of the upgrades (Removing some, adding others)
Overall, lots of stuff. Even if you've already played the race before like a year or 2 ago, I think this is worth checking out again.
And, since there's no reason not to, I'll add some pictures of the structures, and the new unit models as well! :D
0
Well, the story/lore for Xeyed as I understand it has been completely upended since the Nascency campaign was put on hiatus. If I'm restarting the campaign for a 3rd time, it's gonna be completely redone.
0
Hi guys! Supernova134 here. I've been working a fair amount on my Xeyed custom race extension mod for the past few months now. I am now starting up some video content to help gain some awareness. I'm beginning with some Xeyed unit overview videos, but in the future, I will hopefully be branching out to show matches, build guides, you name it.
Link to my channel
Xeyedling Overview (Playlist)
You can play the mod yourself on the NA and EU servers with the extension mod "Xeyed Custom Race (Mod)"
0
It's been a long time since I've posted any updates here, but for those who are unaware, Xeyed is now available to play as an extension mod on the NA server! Search "Xeyed Custom Race", and it should come up if you're on LotV expansion. Also of note is my in-game group called Xeyed Agents, if you're ever looking for people to play with, and a fair amount of tweaks, and a few minor unit redesigns have been made since my last post here lining out the patch notes.
0
Why was this limit even added? I don't anyone has had any problems concerning this prior to the revamp. Hopefully it's temporary.