Hi, I recently made a thread here and it's probably not likely anyone will answer it, so I'm gonna post in this thread hoping for advice. Right now, I'm interested in taking the melee AI and just improving it ever so slightly instead of making a new AI from the ground up, but I've got a few questions about it. This will be specifically for Zerg AI for now.
1. I know that you can set an APM count to AI players. Does raising this APM actually allow them to micro/multitask better? I've seen some tutorial that said raising APM on the AI helps them create units, but not sure about anything else. If this actually matters, what is a recommended high APM to give an AI without "slowing down the game" or anything like that? (Not sure if it actually has negative effects to the game, but I'm assuming infinite APM might be taxing to the map)
2. Is there a way to make it so that the computer will make extra hatcheries when it has a surplus of Minerals/Gas? Not even in an expansion spot, but I'm talking about somewhere near their original hatchery. In melee terms, people call this the "Macro Hatch", which is sometimes looked down upon, but I figure if the AI has excess resources it might as well use it. If this were to be thought of logically, I would say something like this:
3. Assuming I make this AI, will I have to make some new "AI" file? I'm assuming I have to, since this won't be the melee AI anymore.
1. I believe that's just a limit to the APM the computer can make.
2. I'm not really sure how one could do that, but there seems to be a couple resources. You may want to check this out.
3. I don't really know what you mean, do you mean the libraries?
Okay well, I've been doing some reading. I'm probably going to just create a custom AI based off of triggers to do very basic things. From what it looks like, in order to use AI triggers, I need to make the player use a "campaign AI", right?
I need sum help if u dnt mind
basically this is wat i want
wen ur hero dies (variable)
i want it to choose between
spectate or leave game
cuz u basically lost now
idk how to but if any1 knows plz show me
thnx :D
basically it meant that no unit can go faster than the speed cap . So lets say an ability gave you 2000000000000 movespeed. Because of the speed cap you can limit it to lets say 6 . So no matter what , no unit can move faster than 6 movespeed.
A countdown timer that resets every time a player has no more units. I am trying to do something like this: players have a certain amount of time to kill a group of units. If they do not do it in that time, they lose; if they do, the countdown timer resets and there is another stronger group of units, etc.
I'm brand new to the editor and slowly learning, so I'm a bit confused on how this would work (I'm sure it's very simple.) Seeing how it's done would really help!
his talking about items,speed abilities(aura/passive) that increase ya move speed but the game stops giving speed i think after a while or there was a max attainable speed that you could get in certain maps eg dota(lycan got max movespeed while transformed) cant remember exactly what the max was 275 or something
im kind of new to the sc2 editor, but i recently started making a pretty complex map... i just finished the actual map and im at the point where i need to start working on the triggers and editting units... up to this point ive been able to school myself on alot of the triggers i need for the map but theres 2 im trying to implement right now that i cant figure out... so hopefully u can help me or at least tell me if its even possible...
1 - i want a building to be able to build a unit only when a certain unit is standing in a certain region
2 - i want certain units to be restricted from being built based on the amount of time that has elapsed... (i.e. when 15 minutes passes certain units become available to be built from a certain structure)
In that case, you could make an integer increase for each stack of speed increase applied, and if that integer is over a certain amount, don't apply another stack. I would need the map, for implementation.
lets say the cap is 5 movespeed. No unit should go faster than 5 movespeed in the game. It was something that warcraft 3 had to prevent to much speed stacking buffs from getting out of hand.
Such as , bloodlust/endurance aura/unholy aura/Speed Scrolls all used together in team games. If there was no cap these units would basically be blinking across the screen. But thanks to the cap, they stayed within non ridiculous margins .
@deathtorn: Go
thanks
Glad to help. =]
Hi, I recently made a thread here and it's probably not likely anyone will answer it, so I'm gonna post in this thread hoping for advice. Right now, I'm interested in taking the melee AI and just improving it ever so slightly instead of making a new AI from the ground up, but I've got a few questions about it. This will be specifically for Zerg AI for now.
1. I know that you can set an APM count to AI players. Does raising this APM actually allow them to micro/multitask better? I've seen some tutorial that said raising APM on the AI helps them create units, but not sure about anything else. If this actually matters, what is a recommended high APM to give an AI without "slowing down the game" or anything like that? (Not sure if it actually has negative effects to the game, but I'm assuming infinite APM might be taxing to the map)
2. Is there a way to make it so that the computer will make extra hatcheries when it has a surplus of Minerals/Gas? Not even in an expansion spot, but I'm talking about somewhere near their original hatchery. In melee terms, people call this the "Macro Hatch", which is sometimes looked down upon, but I figure if the AI has excess resources it might as well use it. If this were to be thought of logically, I would say something like this:
3. Assuming I make this AI, will I have to make some new "AI" file? I'm assuming I have to, since this won't be the melee AI anymore.
@ma70:
1. I believe that's just a limit to the APM the computer can make.
2. I'm not really sure how one could do that, but there seems to be a couple resources. You may want to check this out.
3. I don't really know what you mean, do you mean the libraries?
Okay well, I've been doing some reading. I'm probably going to just create a custom AI based off of triggers to do very basic things. From what it looks like, in order to use AI triggers, I need to make the player use a "campaign AI", right?
I need sum help if u dnt mind basically this is wat i want wen ur hero dies (variable) i want it to choose between spectate or leave game cuz u basically lost now idk how to but if any1 knows plz show me thnx :D
@bruno75fool:
Do you want a dialog to appear with two buttons?
Is it possible to make a "speed cap" in this game much like how warcraft 3 had a speed cap. I need it
@Jinxxx123:
I never played warcraft, please explain what you need.
basically it meant that no unit can go faster than the speed cap . So lets say an ability gave you 2000000000000 movespeed. Because of the speed cap you can limit it to lets say 6 . So no matter what , no unit can move faster than 6 movespeed.
I need something done!
A countdown timer that resets every time a player has no more units. I am trying to do something like this: players have a certain amount of time to kill a group of units. If they do not do it in that time, they lose; if they do, the countdown timer resets and there is another stronger group of units, etc.
I'm brand new to the editor and slowly learning, so I'm a bit confused on how this would work (I'm sure it's very simple.) Seeing how it's done would really help!
Thanks.
@Jinxxx123:
What's increasing the speed?
@XGuy1337:
Yep, that's possible, give me a moment.
his talking about items,speed abilities(aura/passive) that increase ya move speed but the game stops giving speed i think after a while or there was a max attainable speed that you could get in certain maps eg dota(lycan got max movespeed while transformed) cant remember exactly what the max was 275 or something
@XGuy1337:
Done.
@deathtorn: Go
whats up deathtorn,
im kind of new to the sc2 editor, but i recently started making a pretty complex map... i just finished the actual map and im at the point where i need to start working on the triggers and editting units... up to this point ive been able to school myself on alot of the triggers i need for the map but theres 2 im trying to implement right now that i cant figure out... so hopefully u can help me or at least tell me if its even possible...
1 - i want a building to be able to build a unit only when a certain unit is standing in a certain region
2 - i want certain units to be restricted from being built based on the amount of time that has elapsed... (i.e. when 15 minutes passes certain units become available to be built from a certain structure)
thanks ahead of time...
@JustBlaZze:
Both are possible through timers, and making use of the enable/disable ability for unit action.
@zeropoints: Go
In that case, you could make an integer increase for each stack of speed increase applied, and if that integer is over a certain amount, don't apply another stack. I would need the map, for implementation.
@deathtorn: Go
thanks ill try that out...
i not sure how i can explain it any better,
A speed cap implies a speed cap :P
lets say the cap is 5 movespeed. No unit should go faster than 5 movespeed in the game. It was something that warcraft 3 had to prevent to much speed stacking buffs from getting out of hand.
Such as , bloodlust/endurance aura/unholy aura/Speed Scrolls all used together in team games. If there was no cap these units would basically be blinking across the screen. But thanks to the cap, they stayed within non ridiculous margins .