| 03-01-2005, 11:32 AM | #1 |
Guest | It is important that there be 12 players total on my map - however, is there any way to add other "virtual" players controlled by the computer? By which I mean having other factions you can assign computers to for the purposes of buildings/creeps etc. I need 4 teams of 3, and hopefully 4 computer "teams" one for each of the human player teams for assigned creeps/buildings too. Is this possible? |
| 03-01-2005, 11:46 AM | #2 | |
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| 03-01-2005, 12:00 PM | #3 | |
Guest | Quote:
The problem is, if I were to make all of the neutral passive etc, how would I seperate that into 4 sub categories? So that a neutral passive of x team attacks neutral passive of y team. -_- |
| 03-01-2005, 12:24 PM | #4 |
You could try triggers but it might lag your map. Anyways everytime a unit comes within 256 range the trigger makes that unit attack another unit. Use a variable array to store all the units and use a loop if you need to check each one (not recommended though). Well I got to run, damn work, if you need more help just PM me. Code:
Untitled Trigger 001
Events
Unit - A unit comes within 256.00 of Footman 0000 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Attack Footman 0000 <gen> |
| 03-01-2005, 01:12 PM | #5 |
There are, in fact, four neutral players, Neutral Passive, Neutral Hostile, Neutral Victim, and Neutral Extra. All of these have alliance states by default that can be overwritten by trigger. However, there are some problems with using neutral units. The big ones are: They'll behave like creeps and try to return to their "camp" (whereever they were created) after they get so far away from it, unless you tell them to ignore guard position and give them a very large creep camp roaming radius. Neutral Hostile has text tags above all its units when you hover over them that shows their levels and names. No other player has this, and as far as I can tell, there's no way to enable or disable it. Furthermore, no matter what color the player may be, Neutral Hostile always displays as dark blue on the minimap. Any neutral player has a few hardcoded artificial intelligence procedures. For example, they won't automatically attack enemy structures, and if they're attacked by a structure, they'll immediately turn around and run for their camp (or place of origin). Some measures can be taken to defeat this AI, however. I made a simple map a long while ago that demonstrates neutral alliances. Let me put it up here for you. |
| 03-01-2005, 02:31 PM | #6 |
Guest | I think that anything that you did you have to use those neutral players and triggers to make them behave the way you want them to? What is the purpose of the extra four players? Remember that all those active players will cause more lag than you can imagine. |
| 03-01-2005, 03:08 PM | #7 |
Guest | Wow! Thank you, I never knew that. Learned alot - thanks again :) edit: Is there any way to set buildings as neutral extra/victim? |
| 03-01-2005, 04:29 PM | #8 |
Not through the WE, but you can change them to those players in a trigger, or just place them belonging to the correct player with a trigger. |
| 03-01-2005, 04:42 PM | #9 |
Guest | What about creating four unit-groups? You would have to create some triggers/AI to get it work, but..... it could be done. If you make them neutral hostile they auto-attacks, so you should just trigger the "stop"-actions............? |
| 03-01-2005, 06:48 PM | #10 |
There is a guy that claims that hes gonna put 560 players into his open rpg, and he allrady puted 40 of them find him at maps.worldofwar.net and search a map named The Ports you should find him. |
| 03-02-2005, 03:02 AM | #11 |
Would there be some way to program the AI to do exactly what corresponds to your map? Like in a hero arena type map the computer knows he has to GAIN LVLS, and to do this, he must attack certain creatures. Then when his health is below a certain number or getting low, the comp makes a descision to keep attacking based on the current rate of hp depletion, or to stop attacking and retreat. The comp would also know that it is on a TEAM, and the teams goal is the comps same goal, to win. |
| 03-02-2005, 07:24 AM | #12 |
It's quite possible, but it does require a lot of rather advanced triggers. One might also be able to create such a behavior using the AI modification functions which I believe is in the world editor. (I never touched those, okay? -_-) |
