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Majesty Map

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Level 12
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terrain - 50%
Heroes (with models) - 80%
Skills (more easily part) - 10%
AI - Unknow (i need to ask Giant_Crab how he is going)
Systems (some parts are complete, like the_witcher building and repair system,but is vJass so it need to implanted in the end)
about model, i recently asked to general frank to make to me a Paladin model (basic), but I did not have any information yet. :/

i will open a Theread soon, to name ideas, like 'Richard, the lion hearth'
Thanks
 
Level 27
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Awesome! This project sounds really intresting and I can't wait to see it in action!
Hmmm, as I remember the heroes back in Majesy wanted more and more cash depending from their level. The easiest was is just to make hero check that if 'his level"*"some number" is higher that reward, he won't tale the objective. Oh and it's also immportant to check out if the hero is not too weak to take the objective...
 
Level 12
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@tleno: thanks, yeah, when the AI is ready,we'll remember this ! thanks :)
news.jpg

New names theread, check it out -> http://www.hiveworkshop.com/forums/requests-341/medieval-names-request-majesty-map-187940/
 
Level 12
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@andreasaspenberg - you can help with gold / reward system, but you realy need to test to see if is compatible or not with AI. About names theread, yeah i think its better.

@DeadBoss - yeah, i will PM you soon :)
 
Level 11
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Not to rush the team or anything VTZ but is there perhaps a lil demo or beta coming out soon?

and i love the progress you guys are making... keep it up :D
 
Level 12
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@Geazergimli2 - Yeah, thank you, we gona make a 'Demo', to be more realistic =)
like, 'You can't traing this hero, Demo version' :)

@andreasaspenberg - SO can you create some icons to me? like iten / spells / buildings... heroes icon i already maded it :)
 
Level 12
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ok. this project now are closed UNTIL anyone find a AI maker,
i will do not search any more and lost my time with a game.

i will show to you guys my last one (uber) project soon
 
Level 12
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From your signature I can see it's Street Fighter inspired....

Well, you can ask for AI guy in requests section...

i have already asked.
now lets make the other map :)
i hope you like to play too tleno =)
 
Level 5
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Ouch, I've been tracking this project since beginning, I really used to love Majesty for it's originality among other games. I still hold My fingers for this map to get finished, don't give up mates. I bet many of hive members count on You.
 
Level 12
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@andreasaspenberg - that spell (critter spell)... wll not bring the Majesty AI reality.

@PastTime - i will not give up, but i'm tired to try find any one to make the AI.
for now majesty and garou are my projects :)

(lets see what we can do :/ )
 
Level 29
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the heroes will find chests on the map to him and take the money and go back to their guilds.

This can be done by making the chest 'neutral hostile'...basically, the AI will attack neutral hostile & come back to their base once the target is killed, so if the chest dies, make the chest invulnerable and add locust ability so that it cannot be targeted again, gain gold for P2, then after it reaches the base, then subtract the gold gained...

It can be triggered as well but it's much harder...

I'll give a sample map if needed...

EDIT:

Instead of the 'chest dies', make it the chest 'is attacked'
 
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Level 12
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951
Units with the Wander ability will walk at completely random intervals, even breaking from combat to do so. Trust me, you don't want to use it for what you've described.

yeah, i recently tested it
(it sucks :x)
 
Level 7
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  • Events:
    • Time - Every 1.00 seconds
  • Conditions:
  • Actions:
    • Unit Group - pick every unit in WanderingUnits and do (actions)
      • Loop - Actions:
        • Set TimeLeft to load 0 of key(picked unit) from WanderHash
        • Set TimeLeft to (TimeLeft - 1.00)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Real Comparison - TimeLeft equal 0.00
          • Then - Actions
            • (attack-move to a random point in X radius)
            • Set TimeLeft to real(random integer between 3 and 10)
          • Else - Actions
        • Hashtable - store TimeLeft as 0 of key(picked unit) in WanderHash
Is this what you need?
 
Level 12
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Dec 17, 2009
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951
  • Events:
    • Time - Every 1.00 seconds
  • Conditions:
  • Actions:
    • Unit Group - pick every unit in WanderingUnits and do (actions)
      • Loop - Actions:
        • Set TimeLeft to load 0 of key(picked unit) from WanderHash
        • Set TimeLeft to (TimeLeft - 1.00)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Real Comparison - TimeLeft equal 0.00
          • Then - Actions
            • (attack-move to a random point in X radius)
            • Set TimeLeft to real(random integer between 3 and 10)
          • Else - Actions
        • Hashtable - store TimeLeft as 0 of key(picked unit) in WanderHash
Is this what you need?

its not so simple.
 
Level 7
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Mar 2, 2008
Messages
180
its not so simple.

well, for creeps it really is that simple. You can easily give them a predisposition to wander in the direction of player structures.

when spawned, store in their hash the coordinates of a random structure

  • (In Wander Loop)
  • Actions:
    • set AngleToTarget to angle between points((position of Unit)(stored X/Y))
    • set WanderAngle to (AngleToTarget + (random real between -120.00 and 120.00))
    • set WanderDistance to (random real between 400.00 and 1200.00)
also in the loop, check to see if they're within 500 or so of their destination, and if so, give them a new one
 
Level 12
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951
Bump
now searchim for AI makers
and wauting a important system for Garou map
=)
(yeah, we are back)
 
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