Search found 362 matches

by Heinermann
Sat Feb 02, 2013 8:44 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: BWAPI to work wtih SC Revolution mod
Replies: 1
Views: 333

Re: BWAPI to work wtih SC Revolution mod

It is nothing like SC2 AFAIK.

But what is the current state of compatibility? Does BWAPI crash? Or is it just unit type stuff and dependencies?
by Heinermann
Sat Feb 02, 2013 7:56 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: so basicly add some network ...
Replies: 4
Views: 515

Re: so basicly add some network ...

The author of SCMDraft won't be updating the program or releasing its source. SCMDraft itself only emulates the in-game graphics which are less than 10% of the actual game itself. "Basically add some networking" is probably the easiest part. You could even simply use the Storm API to conne...
by Heinermann
Thu Jan 24, 2013 9:08 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: BWAPI with VS2012?
Replies: 6
Views: 678

Re: BWAPI with VS2012?

I'm still debating on whether we should update from VS2010 to VS2012 in BWAPI4.
by Heinermann
Sun Jan 06, 2013 11:42 am
Forum: StarCraft Modding
Topic: TaranokAI v1.71 (P) Updated: 1/6/13
Replies: 89
Views: 7304

Re: TaranokAI v1.71 (P) Updated: 1/6/13

Yes, prep_down is exactly like attack_add. Let n be the number of units specified in the call. Let t be the total number of units owned by the player. Let m be the minimum number of units to use in prep_down. attack_add: adds "n" units to the attacking party prep_down: adds "max( (t -...
by Heinermann
Sun Jan 06, 2013 12:58 am
Forum: StarCraft Modding
Topic: TaranokAI v1.71 (P) Updated: 1/6/13
Replies: 89
Views: 7304

Re: TaranokAI v1.7 (P) Updated: 1/5/13

If you want the precise build times you can use a DAT editor and it will give you the exact values in frames. Also with BWAPI, you should be able to place a modified AIScript.bin directly in Starcraft/scripts/ since it has a feature that loads files from the directory before loading it from the MPQ....
by Heinermann
Sat Jan 05, 2013 9:37 am
Forum: StarCraft Modding
Topic: AIScript Commands
Replies: 7
Views: 1779

Re: AIScript Commands

Things to know ⋅ A script shouldn't only use groundmap_jump in the beginning of the script. Since groundmap_jump is dynamic, you can always check if the enemy is on a different island, even if they may have started on the same land. Additionally, it is per-thread. If an expansion is made ...
by Heinermann
Fri Jan 04, 2013 9:03 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyGrp
Replies: 25
Views: 5139

Re: PyGrp

Applied the saving/isstr fix.
Applied the "invalid GRP"/ignore extra bytes fix.
Fixed the show preview error.
Fixed additional errors when no frames are selected.
by Heinermann
Fri Jan 04, 2013 8:23 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyPCX bug
Replies: 1
Views: 1141

Re: PyPCX bug

You're doing nothing wrong.
Error confirmed.

I've managed to get it to not display the error, but it ends up writing 3kb of data incorrectly.
by Heinermann
Fri Jan 04, 2013 7:46 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyMS Update
Replies: 0
Views: 466

PyMS Update

I'll be updating PyMS a little. I'll be going through some of the topics and addressing any bugs and features that should be implemented. It will still use Python 2.5. EDIT: Update here: https://dl.dropbox.com/u/733696/PyMS.7z Changes: [PyAI] - set_randomseed now takes a dword parameter instead of t...

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