need help
Nov 16 2007, 2:54 am
By: Killer2121  

Nov 16 2007, 2:54 am Killer2121 Post #1



i need help maken it so u only see fire on the bunker how do u make it so u can see it only?



None.

Nov 16 2007, 3:46 am Roy Post #2

An artist's depiction of an Extended Unit Death

First, set the bunker hp to 10% and preserve. This will create the fire.

Quote from Yoshi da Sniper
Use the trigger called Enable Doodad Status on the unit. For bunkers you need to put a detector by them.

If that doesn't work out right then disable them in a part of the map nobody can see then enabled them. (If you disable them and someone looks their game will crash)

Here is how Clokr explains it.

The trigger is:

Trigger
Players:
- The player that you want
Conditions:
- Conditions
Actions:
- Disable doodad state for unit
- Wait
- Enable doodad state for unit
- Wait
- Enable doodad state for unit
- Wait
- Order "move" to unit
- (more actions)


The waits must be a little time. I tested it with 111ms but I think that with other lower values run too. For the order to move action, it must try to move, is not important "where" and if it can move or not. After that you can do everything that you move (teleport, give to player, etc)

Now you have to share vision with the players (this can go after the trigger, where it's marked 'more actions'), and then remove vision. A way of doing this is by creating observers over the bunkers and then removing them. This will make the bunkers invisible, and yet the fire will still be visible.




Nov 16 2007, 4:50 am Moose Post #3

Armor: 90.50%

If I'm interpreting your question correctly, you can't have it so that only one player will see it.




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[02:49 pm]
Oh_Man -- it doesnt need maphack. the person who stole it and is using it on the ladder is using it with maphack. all its training was done with normal fog of war
[01:28 pm]
NimoStar -- Unless specifically logged and retrained. But that wasn't in the original version. It just played itself
[01:28 pm]
NimoStar -- it has a static training, which is converted into weights. it doesn't actually learn from new games.
[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[12:16 pm]
Oh_Man -- inference vs backpropogation
[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
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