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Multiplayer Map transitions and AI editor?

01-29-2008, 03:44 AM#1
Sardius
1.) Is it possible to do do multiplayer map cache and transitions to create a multiplayer campaign. I remeber before cacheing and trasitions were disabled in multiplayer for whatever reason.

2.) Has the AI editor imporved at all for creating RTS ai scripts? I remeber this editor was absolutly crappy and buggy and AI would freeze if they ever tried to build something they were currently unable to build. I found myself manually needing to create scripts via text files, and even then that was a bit buggy.
01-29-2008, 04:24 AM#2
Nuclear Arbitor
I'm pretty sure u cant do a multi player-multi map campaign, i don't no y though.

i have no clue about the ai editor, I've never touched those due to the amount of scripting knowledge required and the fact that i never finish any thing even close enough that I'd need ai.
01-29-2008, 05:45 PM#3
vesuvan doppleganger
1)Gamecache in multiplayer is usable, but cannot be transferred between maps or games.

2)Advanced Melee AI is your best bet, it's configurable, and competant.

http://wc3campaigns.net/showthread.php?t=88914
01-29-2008, 06:05 PM#4
Sardius
1.) Is there no way of getting map transitions to work properly for multiplayer? Why the hell would they have this feature disabled. It makes multiplayer campaigns and rpg's pretty much impossible. There would be a lot more flexibility if there was a way to do this.

Is it impossible?

2.) Does advanced melee ai work well in a campaign envrionment where the enemy already has a pre-built base and you want to control the attack waves they send against you. starting out reletivly weak giving you a chance to build a base and army, and each wave starts getting a bit tougher... Cause using a melee style ai would demolish the player when the enemy already has a constructed base and the player does not.
01-29-2008, 06:41 PM#5
Captain Griffen
1) You REALLY want WC3 to be able to save stuff to your HD in a network game? Exploitable for hacking / simply filling HD up with crap / overwriting all your gamecaches.
01-29-2008, 06:46 PM#6
Sardius
How does transitions from one map to another require network saving onto your HD that would be openly exploited by hackers? If that was the case wouldn't that be the same with any other online game when you transition from one map into another?

All I am wanting is that when one map is completed and victory is achieved, it would load up the next map in the campaign sequence. How would that be exploitable and open to hacking? The map is being loaded off your computer.
01-29-2008, 10:39 PM#7
TaintedReality
Who cares? You can't do it with War3.

Quote:
2.) Does advanced melee ai work well in a campaign envrionment where the enemy already has a pre-built base and you want to control the attack waves they send against you. starting out reletivly weak giving you a chance to build a base and army, and each wave starts getting a bit tougher... Cause using a melee style ai would demolish the player when the enemy already has a constructed base and the player does not.

Triggering it would be much easier. You're not really looking for a melee AI here.
01-29-2008, 11:33 PM#8
Sardius
So creating triggers instead of using modified campaign ai scripts would probably be a better idea?

using the campaign ai script style I meant with some results, but sometimes it was buggy for no reason, like they'd skip an attack wave entirly or send an attack wave to attack a gold outpost, retreat to their base and send those units back again with the following attack wave, which was mass ownage
01-30-2008, 07:39 PM#9
TaintedReality
Quote:
So creating triggers instead of using modified campaign ai scripts would probably be a better idea?

I would say so. That way you can just periodically order the buildings to create units, then order them to attack. Although, I don't really know how close your map is to a regular melee map. If you want the AI to attack the human player's expos and creep and such, then using the AI Editor would be better.