A Turret is not required, one just needs to set the Weapon's Arc to a larger angle as that defines the angle from unit facing that attacks are allowed to happen. A value of 360 would mean that it can always attack no matter the facing.
Its role here is just to broadcast game input coming from its clients. There is no centralised unit. Each of the clients processes input on its own. And it's up to the clients to determine whether input they receive is valid at all for the current state. And now tell me that is not similar to parallel data processing - where p2p term applies.
The problem with using it in that context is the word to. That implies 1 peer directly communicates with another peer, and not to a server. Since it does so via a server, this means it is a client-server model. If the server fails, all clients are disconnected instantly.
In the case of Heroes of the Storm the server logs all game commands. It can stream these commands to clients, eg someone who disconnected, who can then fast forward through these commands to catch up to the current game state without any other clients even being aware this is occurring. Hence again it is a client-server model.
A more correct term for describing the sort of synchronization would be state replicating, since each client replicates a copy of the game state as controlled by the server. This is opposed to state streaming used by games like Diablo III where only the server maintains the game state and all clients are instead streamed a snapshot of it.
Techniques like udp hole punching exist and are used with great success as far as I'm aware.
StarCraft II, like all Blizzard games, uses exclusively TCP. As far as game development goes there is little to gain from using UDP but a lot to lose.
Banks however are special. Loading them on demand would not be feasible. Not in a multiplayer game, with p2p netcode. Where each player would need to transfer bank data to every other player in this particular game. Some banks can go over 1MB.. and since the current bank API is not asynchrous it would cause a lag spike that could last seconds.
No peer-to-peer transfers happen as most people are behind NATs. Instead the banks are sent to the Blizzard server which then uploads it to all the clients. This happens during map loading. This is why it must be preloaded, to instruct the clients to perform that operation synchronously during the map load process.
Even though game protocol is P2P
The game is not peer-to-peer in any way, shape or form. Some silly people call the synchronization model "peer-to-peer" however even that is wrong since that term describes a communication configuration and not a synchronization model. The game is a standard client-server model where clients each keep a copy of the game state while the server coordinate them.
For the timer dialog to function correctly it must be sent the appropriate animation. That is how it is used by Blizzard and why it works in Coop mode. This is a fairly commonly asked question where the specific required animation string. Specifically HighlightStop.
The solution to this was posted a while ago. One needs to order the timer dialog to play its appropriate intro animation and the text will become crystal clear.
You can send messages to a unit's actor using triggers. If it is possible to change the orientation of the model with actor messages then it most certainly is possible to change it with triggers. I know one can change an actors orientation with actor messages, however this only applies to unit actors that are stationary as if they move they will reset their orientation based on the movement of the mover.
Unit - Set (Triggering unit) Experience to (((Triggering unit) Experience (Current)) + 100.0)
With tree view...
Set Unit Property
Unit: Triggering Unit
Property: Experience
Value: Arithmetic (Real)
Value 1: Unit Property
Unit: Triggering Unit
Property: Experience
Current: Current
Operator: +
Value 2: 100.0
As far as I am aware the start up screens cannot be modified. Attempting to do so will likely resulting in an account ban due to violating ToU.
If you mean to recreate something similar to the start up screen inside a map then what DrSuperEvil suggests is one approach. Another, more stupid, approach is to position actors around some area of the map, use a fixed camera viewing this area of the map and then create dialog UI elements as normal for the player to interact.
You can customize the melee AI script by exporting it and modifying it. Alternatively I think cloaking awareness is an AI flag that can be turned on/off, similar to focusing spawners over spawned units and repairers over the repaired unit.
One can suggest to them to cast scan when facing cloaked units. High ground is harder as I am not sure the AI is aware of the problem, usually they solve it by taking a spotter (flying unit) with them.
I think scanning is done automatically by the command centre AI tactical AI. It might need the AI to be a higher difficulty though.
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A Turret is not required, one just needs to set the Weapon's Arc to a larger angle as that defines the angle from unit facing that attacks are allowed to happen. A value of 360 would mean that it can always attack no matter the facing.
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The problem with using it in that context is the word to. That implies 1 peer directly communicates with another peer, and not to a server. Since it does so via a server, this means it is a client-server model. If the server fails, all clients are disconnected instantly.
In the case of Heroes of the Storm the server logs all game commands. It can stream these commands to clients, eg someone who disconnected, who can then fast forward through these commands to catch up to the current game state without any other clients even being aware this is occurring. Hence again it is a client-server model.
A more correct term for describing the sort of synchronization would be state replicating, since each client replicates a copy of the game state as controlled by the server. This is opposed to state streaming used by games like Diablo III where only the server maintains the game state and all clients are instead streamed a snapshot of it.
StarCraft II, like all Blizzard games, uses exclusively TCP. As far as game development goes there is little to gain from using UDP but a lot to lose.
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No peer-to-peer transfers happen as most people are behind NATs. Instead the banks are sent to the Blizzard server which then uploads it to all the clients. This happens during map loading. This is why it must be preloaded, to instruct the clients to perform that operation synchronously during the map load process.
The game is not peer-to-peer in any way, shape or form. Some silly people call the synchronization model "peer-to-peer" however even that is wrong since that term describes a communication configuration and not a synchronization model. The game is a standard client-server model where clients each keep a copy of the game state while the server coordinate them.
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For the timer dialog to function correctly it must be sent the appropriate animation. That is how it is used by Blizzard and why it works in Coop mode. This is a fairly commonly asked question where the specific required animation string. Specifically HighlightStop.
This thread shows the solution...
https://www.sc2mapster.com/forums/development/triggers/229728-timer-opacity#c3
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The solution to this was posted a while ago. One needs to order the timer dialog to play its appropriate intro animation and the text will become crystal clear.
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What is a trasher?
Have you tried adding minimap textures to the missile unit actor?
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You can send messages to a unit's actor using triggers. If it is possible to change the orientation of the model with actor messages then it most certainly is possible to change it with triggers. I know one can change an actors orientation with actor messages, however this only applies to unit actors that are stationary as if they move they will reset their orientation based on the movement of the mover.
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Something like this...
Unit - Set (Triggering unit) Experience to (((Triggering unit) Experience (Current)) + 100.0)
With tree view...
0
Depends how you want units to earn experience.
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An approach that might be worth trying, but may not work, would be to use a missile mover that flys out and back, kind of like a boomerang.
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As far as I am aware the start up screens cannot be modified. Attempting to do so will likely resulting in an account ban due to violating ToU.
If you mean to recreate something similar to the start up screen inside a map then what DrSuperEvil suggests is one approach. Another, more stupid, approach is to position actors around some area of the map, use a fixed camera viewing this area of the map and then create dialog UI elements as normal for the player to interact.
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Yes, the first hooks up the timer window template and the second sends the template an animation command.
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If all fails then explicitly order them to make the required structures.
Without the map and a detailed description of the problem I cannot tell why the AI is failing to do something.
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You can customize the melee AI script by exporting it and modifying it. Alternatively I think cloaking awareness is an AI flag that can be turned on/off, similar to focusing spawners over spawned units and repairers over the repaired unit.
0
One can suggest to them to cast scan when facing cloaked units. High ground is harder as I am not sure the AI is aware of the problem, usually they solve it by taking a spotter (flying unit) with them.
I think scanning is done automatically by the command centre AI tactical AI. It might need the AI to be a higher difficulty though.