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Game Mechanics - Combat Acquisition and More

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I was wondering if anyone had any thoughts on how you might customise certain basic or native things such as getting Units to 'acquire' targets in a 3D radius, at the 'native' or core level, or whatever it is called now.

I would like it if I could just alter it at the core, instead of constructing elaborate triggers to try and make it work awkwardly, consuming that oh so precious processing time.

Also, is there a method to disable a unit's LoS for the Player, but doesn't affect the unit's performance? I.e. it doesn't go blind as well.


Would appreciate your thoughts! :D
 
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I might as well add in other things I have on my agenda. :D

- Still haven't figured out what the heck the 'Up Vector' of Bearings actually does!!

- Filtering. As part of modifying Combat Acquisition. Is there a simple way that one is able to create filters as part of the in-built feature, for individual units. And is it flexible enough so that you might be be able to go 'Don't Acquire Units that own Pink Sheep," (or something equally common) ?

- Camera Source. There doesn't seem to be any provision for it in the editor, but is there any way you know of, where you can get the properties (aside from target, yaw and pitch) of the current camera for the player.

Or basically a simple way to either get the Camera Source Point, or get an intersect line between it and where you clicked, or simply a function that tells the game where on an object or unit you clicked (X,Y,Z).


If you don't know, no sweat, I shall resist the urge to flay your skins with my bunny-gifted powers. I'm just dropping off current thoughtfulness in case there is some supremely wise and all-powerful leader of button pushing out there that holds all the answers. :D

Churs!
 
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You're not going to be able to change the native data without a third party tool, and my best guess is similiar to warcraft 3 if you do alter the native or core values the map will become incompatible.
 
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Booga. But that makes intuitive sense. :D

Do you think it's possible to create your own native function (or what have you), and it will process as smoothly as the in-built doo-hickey (assuming I disable normal attack ability)?

I have no programming background, so I dunno how many 'levels of code language' would be employed here.

I simply wish to be able to create functions that are as stream-lined code-wise as the ones Blizzard would employ. Preserve as much processing power as possible.

Thanks for the heads up! :D
 
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In warcraft 3 a third party tool let you declare natives (or rathe redeclare them) in order to get access to some of the a.i. script natives.

The short answer is yes, you will be able to create your own natives if you figure it all out, but you wont be able to publish it. If whatever magical reason you somehow are able to publish it, the new native file you had will have native function calls that players simply don't have and therefore they would likely d/c or crash trying to play it.
 
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Thanks, dude! I shall have to squeeze my brains for alternatives then. :D Cheers for taking the time to reply my face. :D
 
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you can have validators to check if a unit bears a special item ( or has an hidden buff added by the item). add this validator to the attack ability and you are done.
you want an unit that doesn't gain vision but still attacks if something is in range? and it shall be player controlled? so you can walk around with it but don't see where to go?
 
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Exactly!

Basically, it can still operate autonomously, but the LoS isn't there, at least where the player is concerned.

I'm trying to construct an orbital layer, in a rather cheap fashion, and I can use Shadow Clip to hide the ground, but my mouse still lights up over units. I figure disabling their LoS would work.

It would be easier to just disable 'selectable' or 'targetable', but then that would mess it up for enemy players trying to select or target my units.

And being able to disable the Visual part of LoS, ONLY where the player is concerned, is useful in other areas too.

Thanks for heads up about Validators, but I was hoping for something that was both modifiable, and could be used like a genuine Condition. Behaviors, buffs, and items would be awkward, I think.

'Preciate the help!
 
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- Filtering. As part of modifying Combat Acquisition. Is there a simple way that one is able to create filters as part of the in-built feature, for individual units. And is it flexible enough so that you might be be able to go 'Don't Acquire Units that own Pink Sheep," (or something equally common) ?


units that own pink sheep, pink sheep isn't an item?
validators are modifiable, you can validate w/e you want except the orgin of a negative buff (i could have needed in my map).

your other problem.
a) there should be no black mask only fog of war.
b) disable LoS of your units
c) create a behavior with a search effect. the search radius is your attack range. (i don't know if you are well known with the data editor yet, if not ask again.)
d) create an effect that uses attack as skill ( you need your "searched unit" of c) as target
e) combinate both and it should work.

edit: too late to look at it but does a spidermine have Los? but it still attacks, you should start there.
 
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Hahaha, I was being facetious with the Pink Sheep. I meant it in a more literal fashion.

Don't worry, I know what most of the data editor stuff means. :D I just tend to do all my work in triggers and data tables for various reasons.

And hey, that's a usable idea, thanks! YOU GET COOKIE. :D

And I think the spider mines do have LoS, but I can't swear to that either. I know in SC 1 they definitely did, which I found AMAZING at the time. XD
 
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