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Staredit Network -> UMS Assistance -> Crystallic Buildings
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-07 at 01:01:42
Ok, aparently you guys have a way to time the way to crystallize buildings by building them. Do you think there could be a way to crystallize buildings by creating them? from looking at the tutorial it looks like it can be done, but i am not sure.

If it cannot be done, does anyone know the AI script, or set of scripts to help comps build, buildings? Any help on this would be most appreciated.
Report, edit, etc...Posted by Red2Blue on 2005-04-07 at 01:33:31
Sorry this cannot be done.

You cannot create them with a trigger...

The "crystalic effect" is shown when a building is shifting from its building state to its built state.

Simply creating a building with a trigger instantly places it in its built state.

Theres no way to create a building in its building state with a trigger.


There is however sprites that you could enable as units with StarForge then after moving them to the requested location...

But im pretty sure this process of finding this specific sprite could get annoying and keeping the game from crashing on its players could prove to be more uneffective then doing it the old way, and forcing the players to build the buildings on their own.


What are you trying to do with this, a new map idea?




Forcing computer players to build buildings could prove more hasslesome then not. There are a few Ai Scripts that you could use... But this is more of a trial and error type of situation. You could force the computer player to run an ai script. Though, they must meet certain situations to build and do certain things.

This is VERY tedious...

A computer player to building a crystalic building, is like dropping a coin from a 10 story building and hitting a quarter sized dot.

Im thinking that you wanted the computer to create a building and then disable it as it was building it and killing the pylon..

Well, this is difficult, because you cannot center a location on an incomplete building. Which means that the computer player must build within a certain location. Which means that you must create a small location for the computer to build, preferabaly with unbuildable terrain forcefully forcing the computer to build within that specific square. And timing, you cannot detect when a computer has a building, so you must continually initiate the trigger at that specific location. You would then set the computer's minerals to the required amount for it to build it, AND place it within the right conditions.

If you can get this to work.. the next problem would be: Can you move the building?

Crystalic buildings are a unique type of unit. They are inbetween the building, and built state. So moving it could become a problem..

Whew, to sum it all up.. its quite pointless to try..
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-07 at 12:37:45
Ahah it is Possible!
I combined a few AI scripts to build buildings, and my mineral count for detecting if the comp built a building is working quite well. I just have2 do the crystallizing, and work on timing. a few problems would be things like...Lag and Overlapping AI actions for the comp. I have to make sure that the comps no matter what, will always be able to build the building at the right location. Then timing is of the essence..

To answer your question on why, well wouldn't having a map decorated with some crystallized buildings be very, very cool. Or better yet using the crystalized buildings as special units. I will continue to try and control this feature, and will update this post later.

And to the problem of Moving a building, i could possibly do 1 of 2 things.
1)If i want to move the crystalized buildings, i know for a fact their crystallized forms are animation(unseen sc trigger). so i can either Move all any units, and remove the probe then replace it, or....
2)Have a probe at each of the different locations where i want crystallized buildings.
#2 seems like a hassle, so i'll try to do #1, but as u said, if i don't find a nice loop hole, this can become a problem.

Thank you for the info Red2Blue
Report, edit, etc...Posted by RexyRex on 2005-04-07 at 18:57:33
But can you control WHAT buildings the computer controls?
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-07 at 19:06:29
QUOTE(RexyRex @ Apr 7 2005, 04:57 PM)
But can you control WHAT buildings the computer controls?
[right][snapback]182587[/snapback][/right]

I'm thinking this can be done by experimenting with different AI scripts, and if not, i can always just use different resource amounts for different buildings. Make it so maybe... the comp can build about 2 or 3 different buildings then crystallize em.
This can get quite hard to control, but i will work on it.
Just another Obstacle! biggrin.gif
Report, edit, etc...Posted by Snipe on 2005-04-07 at 19:12:22
huumm i think that is impossible... u can do that to cannons for protoss but thats about it if u could do it for something else i would love to know
Report, edit, etc...Posted by Red2Blue on 2005-04-08 at 03:22:27
Im glad I could help.

Yea, timing is difficult because there is no way to detect weither or not a building is currently at a certain location or place. Certain AI scripts may force the Probe, as you say is the trigger activator, to move at certain locations while building buildings.

But this is beyond knowledge. This has become a "guess and check," "trial and error" problem.

I figure if you guessed and checked enough you could get an efficient system working.
Report, edit, etc...Posted by KrAzY on 2005-04-08 at 10:00:26
This idea may crash at speed slowest, slower and maybe slow. Man ima post a post about speed
Report, edit, etc...Posted by Heimdal on 2005-04-08 at 11:59:52
QUOTE(Red2Blue @ Apr 8 2005, 02:22 AM)
there is no way to detect weither or not a building is currently at a certain location or place.
You mean something like "Current player brings exactly 1 Protoss Cannon to Some location?" Or are you talking about a building whose warp is in progress?
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-08 at 13:56:53
QUOTE(Heimdal @ Apr 8 2005, 09:59 AM)
You mean something like "Current player brings exactly 1 Protoss Cannon to Some location?"  Or are you talking about a building whose warp is in progress?
[right][snapback]183011[/snapback][/right]

He means while the warp is in progress.

And Krazydrunking, your post was kinda like spam, try not to do it again, Thanks! smile.gif
Report, edit, etc...Posted by Deathknight on 2005-04-08 at 15:47:30
QUOTE
But can you control WHAT buildings the computer controls?

Yes. If you take a look at the AI Script file (AIScript.bin), you can find out requirements for a computer to build a specific building. Meet the rquirements and get your results. It's like playing God. tongue.gif
Report, edit, etc...Posted by Heimdal on 2005-04-08 at 19:42:59
I'm not sure if that is completely accurate on both single player and b.net. The AI behaves very differently on single player and online. I had once made a map where you could force the computer through some level 1 protoss upgrades with aiscripts, but it didn't work on single player because the AI behaved differently.
Report, edit, etc...Posted by Red2Blue on 2005-04-09 at 01:34:38
You could use AI scripter programs to view the computer chains and commands.

These are pretty much set in stone when they are set.






I think you read this wrong:
QUOTE
But can you control WHAT buildings the computer controls?


She's saying: "can you control the buildings the computer controls?" She's not talking about controlling what the computer builds.


And im pretty sure you can rexy. Though, it would be difficult like I have said before... you may be unable to detect certain semi-built, or transition to built buildings. A single glitch could result in some major problems in continuous triggers.
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