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Mini-Game Contest #2 Poll

Which entry do you think should win the Mini-Game Contest #2?


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    87
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Level 24
Joined
May 20, 2007
Messages
3,283
Well,since we dont have any greater goal:
Why dont we correct some of the mistakes from the other map?

Hawky,the blue AI overcomes the others,do something!

Hereto,the game lacks playability!

Billy,you should shorten the starting cinematic!

CommunistOrc,I always stated that your map is great and awesome based.But add an AI and add more HP.Most of all,add some combo moves!People love them!
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
No, No, No. Just LOOK at them.

There is no special "Blue > All" Condition.

The only thing might, that Blue runs its AI actions first 'cause I am looping, and that might be the order in which it happens?

There should be nothing wrong with the AI in my opinion.
Hence, I will run a testing schedule now 3times on easy, 3times on normal, 3times on insane, and stop until the first AI reaches 10.
Since I am player red, my hero is removed. To see the results better I've also disabled the sort leaderboard action.

Here are my results:
icewarriorsaitestdy2.jpg

Pest: Purple's (player 4) score are 6 5 5 , 9 9 3 , 3 9 4 , 53

Blue didn't win at all. I would say the AI is random, but then you can pose the question... Maybe it is better to be the last one in the loop?

I doubt it would be any difference though :eek:
 
Level 23
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Nov 29, 2006
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2,482
yeah, but I wonder how so many got blue AI to be supernatural? I could see a possible reason on some things. In the beginning, almost everyone is running right to the middle area (not on insane that much). Those who are at the corners would earn more on this since they will not be the first victims. I saw in one of the Normal AI tests, that after rushing into the middle purple got 5 points immediately:p
As for the testing as well, I could have been keeping on longer. Since it is all triggered by chance (should be as we have discussed) there is no way telling the result.

~Bug? I was playing the game one time before I tested, and set the limit to something (like 20) you actually need 21 to win. Hence it is as simple fix as you should change Greater than to Greater than or equal to...
 
Level 29
Joined
Jun 4, 2007
Messages
1,480
Well B.Net is an issue. My familly has a portable broad band. If I logg on to B.Net I have aprox 1.5 seconds delay on everything and I lagg like hell wich results in kickage. And I can't host anymore.
And the reason why I didn't try computers is that I hadn't fully developed the AI on my own map yet so I didn't create it. And when knowing that my map didn't have AI I never considered the fact that someone else would.
Not saying that everyone is noob who can't make AI only that it's hard to expect something out of someone when you can't do it yourself.
 
Level 24
Joined
May 20, 2007
Messages
3,283
Well B.Net is an issue. My familly has a portable broad band. If I logg on to B.Net I have aprox 1.5 seconds delay on everything and I lagg like hell wich results in kickage. And I can't host anymore.
And the reason why I didn't try computers is that I hadn't fully developed the AI on my own map yet so I didn't create it. And when knowing that my map didn't have AI I never considered the fact that someone else would.
Not saying that everyone is noob who can't make AI only that it's hard to expect something out of someone when you can't do it yourself.


Hehe,the battle net issue is sad!

And practice more on AI,if you selfly-say that you lack skill
 
Level 24
Joined
May 9, 2007
Messages
3,563
Wait a min... Is there AI in Ice Warriors? And I was testing it solo while using my imagination to find what it would be like in multiplayer! Now that's just crappy.

. . .

And the reason why I didn't try computers is that I hadn't fully developed the AI on my own map yet so I didn't create it. And when knowing that my map didn't have AI I never considered the fact that someone else would.
Not saying that everyone is noob who can't make AI only that it's hard to expect something out of someone when you can't do it yourself.

AI is really rather simple. Did you like the ones that I made? Just look at the triggers, and they are 100% random events. Humans draw order from chaos and personify, random events. For example, Blue :)p) spins around and fires an ice bolt. This is completley random. Players will often say something like: He attacked me! That was a plan (You know what I mean).

So, add lots of random events, and you have yourself a functioning AI for many games. This is an exception to some games, where you make a real situation based AI, then add a factor of randomness.
 
Level 29
Joined
Jun 4, 2007
Messages
1,480
I have made AI before in a map called Snowcraft but they became to fucking ultimate so it was almost impossible to win. I had been playing it a lot with a friend from France. We where so pro that we could win on 2v6. But the AI was fraggin uber so I turned of the triggers. No one would want to play with AI when you'd only loose.

My main problem with AI is to isolate the computer players. In Snowcraft I removed AI control from a player if they selected their hero within 1 min after the mode was chosen.
For Bouncer I would use the Tornado Wander abillity wich causes them to move toward enemies (Sheep) and then add a trigger to avoid other balls. But I couldn't find a decent way to isolate the computer players.
 
Level 29
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Jun 4, 2007
Messages
1,480
The Snowcraft map is an FPS. Basicly throw and avoid snowballs (there is more to it). As soon as you came within aprox 300 range of the AI they killed you unless you jumped faster than a chicken would poop. If you where more than one in the team and they killed you both with one shot, they got Double Splatt wich is rewarded with an item called "The Frozen Stone" (Soul Gem). Then they trapped you and you could aswell go to sleep.
 
Level 29
Joined
Jun 4, 2007
Messages
1,480
Exactly. They bombed anything in range, even their allies. I made a condition to avoid that but for some reason it didn't work. Now that I think of it I remember that I haven't released the latest update (completed in january to celebrate the aniversary). Would somebody mind testing it? Last time I played it the Multiboard freaked out and I haven't played it online since the updates and fixes.
 
Level 29
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Jun 4, 2007
Messages
1,480
The old and maybe bugged version is uploaded here on the Hive. Snowcraft MULTI v.4.8
(I added MULTI to the name when I started making game modes)
Original Mode = Destroy the enemies Snowman
Point Mode = Gather 40 in your team (alltogether)
Orignal + Point Mode = Kinda speaks for itself
Time Track Mode = Destroy the enemies Snowman within 10 min or you'll all die
MULTI Mode = Destroy the enemies Snowman or gain 40 points in your team within 20 min or you'll all die.
The new version also includes CTF Mode and King of the Castle Mode.
 
Level 29
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Jun 4, 2007
Messages
1,480
Here is the latest update. I did a quick test and found a small bug so I fixed it.
Jeez I haven't touched this map since... well long ago. My plan was to test, fix and upload it once I got back on B.Net but that won't really happen untill I leave home. I had hoped to get it up before the "anniversary" wich was 12th of January 2008. The 12th of January 2007 was the first time I tested the newborn Beta on B.Net. God it sucked. :hohum:

The reason to why I remember the date is that this was my first really working map once the FCV (First Complete Version) was done.
Well, bed time before I fall asleep on the keyboard and wake up from the intense beepeing after holding too many keys in for too long. No funny expereince. Probably no Hive tomorrow since it's my little sisters birthday. Nightzie!:slp:
 

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Level 30
Joined
Sep 2, 2007
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i played the snowballgame but .. the AI is to strong
i kill em way easly because man, ther dumb, but my allies just walk around and get shot and get 0 points. so thats not fun. also the jump, you can just delete the death and death and decay anim so your dummy child wont die when you jump. but then youl still have to have 2 child models because else ... your childs wont die.
 
Level 30
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Sep 2, 2007
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Hawk900 i think i discovered a slight bug in this trigger
  • Victory
    • For each (Integer A) from 1 to 8, do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Kills[(Integer A)] Greater than KillsRequired [[[here, greater then shouldnt this be "greater then or equal to" or something?]]]
          • Then - Actions
          • Else - Actions<gen>
im not sure but doesnt this mean that the game will only stop at 21th kill instead of the 20th (for example)?
</gen>
 
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