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    posted a message on Issue Order Trigger

    If you really care about creating more triggers, it would probably suffice to send each unit to a random point in region instead of to the center. They'll all have a different target, so they shouldn't bunch up too much, and you can issue all the relevant orders at the start like you have been doing without additional triggers.

    Posted in: Triggers
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    posted a message on Check if Point is Buildable

    Thanks!

    Posted in: Triggers
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    posted a message on Check if Point is Buildable

    Hey,

    I've spent a little while trying to find out how to test whether a point is buildable for a specified building or not (i.e. will the building footprint collide with anything if built at that location), but I haven't found a way of doing it. On a related note, I'm also not sure how, if a build order is issued, to check whether or not it was successful.

    Does anyone know how to do either of those things?

    Thanks!

    Posted in: Triggers
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    posted a message on EagleAI Custom AI maps

    Hmm, this may be completely useless to you because the time is up, but I thought I'd post it anyway. Perhaps it will be useful if you continue it as a hobby.

    1. Platinum. I haven't played ladder in ages, though - only customs against friends - so this may not be an accurate representation of my skill level.

    2. 1 on medium, 1 on v. hard, 3 on insane.

    3. No, not really.

    4. Yeah, definitely. It's more realistic, has more variety, more closely reflects the meta-game, has a better grasp of tactics and is able to harass. With more development, I can see it becoming a useful practice tool for slightly less skilled players.

    5. I like to think so, yeah.

    6. It's much more realistic, yeah.

    7. Yeah, they were good fun.

    --

    For reference, here are my thoughts and some general feedback about it.

    I only played against zerg, as terran, because that's the matchup I have the most problems with, and I felt like practicing it. I was also practicing macro, so not really microing at all.

    The first match was against medium, because I was scared of some terminator-esque uber-bot absolutely smashing me. On the medium level, it sent 3 mutas to my base, directly over two thors, and then did nothing else until my army rolled into its natural, whereupon it surrendered without fighting.

    On very hard, I think it got up to one more base, but only because I held off attacking for longer. It didn't do much else.

    By the time I got to the first insane match, I was wondering a bit what was going on. My playstyle against zerg involves a drop into the main base at around the 8 minute mark. I hadn't been watching this carefully at all - just recalling the medivac when everything it dropped was dead - but this time I checked back a few times. When my 6 marines and one hellion killed one of its gas, and it's hatchery, all without anything dying, I figured out why the other levels had been so easy.

    I watched the replay for that one, and I think the problem happens when it tries to balance the number of workers on its main and natural - the drones were all coming to the main base, and dying, and it was producing more drones instead of an army. In this particular case, the drop killed the extractor, the hatchery and every single drone, then hung around killing more drones as they walking in from the natural, until eventually it sent some roaches and killed everything. Obviously, it didn't do anything else that game.

    With that in mind, I decided to hold off on all my harassment for the next games to see what would happen. And it turns out that they were much more fun. One time it did make a nydus network, and use it to nydus to the middle of the map, which considering zerg's mobility on creep, was generally quite pointless.

    Posted in: Map Feedback
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    posted a message on e_cmdNotEnoughCustom
    Quote from Forge_User_03903326: Go

    @alejrb: Go

    the "e_cmdNotEnoughCustom" is from spending while having not enough.
    taking a look now, doesn't seem to be there in the text bit.

    Ah, misunderstood. Good luck with finding it! :D

    Posted in: Miscellaneous Development
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    posted a message on Dark Templar - removing perm invis
    Quote from Fullachain: Go

    Thanks all the responses and especially for the tutorials

    Ok so first off the DT doesn't actually seem to have the behavior 'Permanently Cloaked' as I first thought, he just has the flag 'Cloaked' enabled instead. Right?

    I got it working now, with a very simple method.

    Assassin enters map - Add Permanent Cloak

    Assassin attacks a unit - Remove Permanent Cloak

    Simple as that :)

    Well, yes, but you posted in the data forum rather than the trigger forum. I would still do it in the data editor, personally, but it's up to you. :)

    Posted in: Data
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    posted a message on e_cmdNotEnoughCustom

    Don't worry - this is easy to miss.

    These alerts are found under the 'Alerts' tab in the data editor (in the advanced section of the dropdown). You'll need to create a new one for your custom resource and set the desired text, icon (and sound). Under the behaviour tab, find the behaviour you're using for the resource nodes (the default ones are 'Minerals (mineral field)' etc. and set the 'UI - Exhausted Alert' to your alert.

    Good luck with the map.

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 1.1 Undocumented Editor Changes

    Not hugely relevant to the editor, but somewhat relevant to galaxy. They added some new native AI functions for controlling the early game (omg the melee AI now knows how to stop cheeses. yarly).

    native void AIEarlyDefenseEnable (int player, bool enableScouting, bool enableDefending);
    native void AIEarlyDefenseProps (int player, fixed scoutRange, fixed peonRange, fixed threatRange);

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on What happened to 'authenticate once and use it forever'?

    I think this is a bug - similar to the one that stops you playing the game in offline mode if the servers are down. Of course, they said they were going to fix that in this patch...

    Posted in: General Chat
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    posted a message on Dark Templar - removing perm invis

    Hmm... :) If that's the case, I would change your buff so that it adds cloaking, make it a default behaviour of dark templars, and remove their permacloak flag (it's in the 'Unit - Flags' part, under units). You can then remove the buff when they attack, decloacking them.

    Hopefully, that will work.

    Posted in: Data
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    posted a message on Dark Templar - removing perm invis

    image

    Posted in: Data
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    posted a message on Dark Templar - removing perm invis

    Create a behaviour buff, and under the 'Behaviour - Modification +' option, go to the 'Behaviour' tab. Scroll to the very bottom, and you'll see 'State Flags' - set 'Cloak' to disabled. Apply the buff using your triggers, and he should permanently decloak after an attack. Of course, you can also do other handy behaviour effects, such as removing it to recloak him, giving it an expiration etc.

    Posted in: Data
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    posted a message on Add info to Tooltip

    You want http://wiki.sc2mapster.com/galaxy/triggers/catalog-field-value-set/

    I suggest you read this tutorial for details on how to use it:
    http://forums.sc2mapster.com/resources/tutorials/1250-triggers-catalog-field-value-get-set/

    And this for details of how the weapon XML file is set up:
    http://www.sc2mapster.com/api-docs/game-files/xml/weapon-data-xml/

    Posted in: Data
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    posted a message on Add info to Tooltip

    Hmm... not really. Set up a function that takes the variables you want as parameters, and returns a string based on those variables. Periodically call it and set the result as the tooltip.

    Posted in: Data
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    posted a message on Add info to Tooltip

    Doubt it. Set up a trigger to change it for you.

    Posted in: Data
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