Difficulty Independent Add Unit Type to Attack Wave

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Difficulty Independent Add Unit Type to Attack Wave

Postby IskatuMesk » Tue Oct 28, 2014 3:16 pm

Dunno if this will be useful to anyone. During a brief period of trying to fuse campaign waves into the existing Apex F melee waves I came across the rearsoren that was not being able to use insane for my difficulty in the campaign waves. Of course, 1.5/hots introduced the new difficulties and the vast majority are not actually supported by either attack wave add unit trigger.

It is not obvious how to get around this because no default trigger seems to support difficulty independent unit adding wave dongs. It exists in natives, however, along with instructions on how to pass difficulty independency (-1). We stripped all other difficulties out of the melee code, so changing it on the fly was not desirable nor possible. Ultimately, the experiment was a total failure, and I'm not likely to have a use for this Action.

Here is a simple library that adds a gui wrapper for this. The difficulty is already defaulting to -1, so you can just add units and not worry about it not working on Insane or whatever.

Though I highly recommend using modified melee AI or something from scratch if you're serious about making a B&D campaign.
Attachments
AddUnitTypeDifficultyIndependent_IskatuMesk.7z
(2.32 KiB) Downloaded 80 times
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

KnoutOut
Terran Goliath Dome Polisher
Terran Goliath Dome Polisher
Posts: 106
Joined: Fri May 11, 2012 4:25 am
Status: Offline

Re: Difficulty Independent Add Unit Type to Attack Wave

Postby KnoutOut » Wed Oct 29, 2014 3:21 am

I never could figure out how to get triggers and stuff to work in the new editor. In Broodwar the editor was much more straightforward and easier to use, and I was able to make some cool stuff there.

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: Difficulty Independent Add Unit Type to Attack Wave

Postby IskatuMesk » Wed Oct 29, 2014 4:53 am

At first I thought it was comparable to wc3 but it's actually significantly less intuitive to do simple tasks in. Probably a byproduct of galaxy itself being so limited. Luckily no project I would make in the game would be very trigger heavy.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6579
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet
Contact:
Status: Offline

Re: Difficulty Independent Add Unit Type to Attack Wave

Postby Lavarinth » Tue Dec 30, 2014 10:12 am

KnoutOut wrote:I never could figure out how to get triggers and stuff to work in the new editor. In Broodwar the editor was much more straightforward and easier to use, and I was able to make some cool stuff there.


Honestly, after spending some time in cinematics, I can say SC2's trigger system is easily understood. You literally have to bother to spend some time on it and look up a few guides to get a basic understanding of the system, THEN it will click.
- - Lavarinth
Campaign Creations Administrator

User avatar

Mucky
Protoss Khalai Missionary
Protoss Khalai Missionary
Posts: 1037
Joined: Thu Aug 24, 2006 10:35 pm
Status: Offline

Re: Difficulty Independent Add Unit Type to Attack Wave

Postby Mucky » Tue Dec 30, 2014 2:59 pm

IskatuMesk wrote:It exists in natives

aka blizzard couldn't be bothered or they just forgot to create GUI equivalent triggers. BIG SURPRISE

User avatar

UntamedLoli
Protoss Infested Terran (Unemployed)
Protoss Infested Terran (Unemployed)
Posts: 838
Joined: Sun Oct 15, 2006 2:36 pm
Location: Canada, BC
Contact:
Status: Offline

Re: Difficulty Independent Add Unit Type to Attack Wave

Postby UntamedLoli » Tue Dec 30, 2014 6:00 pm

It's really funny how much is only in natives. Any form of AI control over transports and dropping another player is also just a native function you can call with pretty much no control.
Image
Image

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: Difficulty Independent Add Unit Type to Attack Wave

Postby IskatuMesk » Wed Dec 31, 2014 6:45 am

Anyone thinking the hack-a-thon design scheme changed from BW to Sc2 is in for a rude awakening when they actually try anything with sc2.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.


Return to “StarCraft II Discussion”

Who is online

Users browsing this forum: Bing [Bot] and 2 guests