Question 1:
Computer AI? In an RPG is it possible to make the computer know that it is in a battle? The only way I can think of making this work is make the trigger somewhat like this
-A player goes into battle, saying that the battle is a FF style with time, not turns. Make a unit created somewhere to start the trigger to make it know that the battle has started...then make like...zerg eggs or something in a row and remove them 1 by 1 in seconds to make it there turn...then when its their turn, you set 2 random trigs, one is for attacking, one is for using magic. you set those as random. so basically when the zerg eggs are all removed it will randomly cchose to attack or use magic...I tried it this way, but didnt quite work out the way i wanted....?? is it possible or what?
Question 2:
Moving tile in maps? Obviously if you have a wrong type of sprite, doddad, or unit disabled in the doddad state...you get what I mean right?...you cant make it seeable or the map will crash...so SC would. I really dont think this is possible so i dont know why im asking...but what if you could make the map unseeable, in black...but make the minimap thingy seeable....would it work then?? I dont even think its possible to do that though, ahaha..
ADDITION:
*BUMP* sry to double post....
1. I would assume all those were possible, if the player is in battle, then obviously the computer is also. A death counter for the time would probably be more effective, rather than eggs. Only thing I see that might be a problem, is for attacking. Since it is FF-style there could be problems if it is your turn and the computers turn, it might lead into unwanted occurences.
2. So make the minimap display it, but not have the screen show it? To my knowledge, it isn't possible, but hey, who knows.
1. You could just setup a death count or kill score trigger in conjunction with two locations following the players...if 'p1spot' is the loc following P1's actual unit, we use a large area (largep1spot) as the area you want them to attack from and P8 is the comp:
| Trigger |
| Description: |
| Battle detector |
|
| Players: |
| ¤ Player 8 |
| Conditions: |
¤ P8 suffers at least 1 deaths of Men
|
¤ *or*
|
| ¤ P1 kills score is at least 1 |
| Actions: |
¤ Order all Men at 'largeP1spot' for Player 8: Attack to 'p1spot'
|
¤ Set deaths/kill score to zero
|
| ¤ Preserve Trigger |
2. I don't believe spites are visible if the player doesn't have vision...give a neutral comp who shares vision with the player a Marine or whatever at that spot, then immidiately remove it.