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?
Search found 362 matches
- 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: 10194
- 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: 12394
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...
- 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: 13687
Re: BWAPI with VS2012?
I'm still debating on whether we should update from VS2010 to VS2012 in BWAPI4.
- Sun Jan 06, 2013 11:42 am
- Forum: StarCraft Modding
- Topic: TaranokAI v1.71 (P) Updated: 1/6/13
- Replies: 89
- Views: 92541
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 -...
- Sun Jan 06, 2013 12:58 am
- Forum: StarCraft Modding
- Topic: TaranokAI v1.71 (P) Updated: 1/6/13
- Replies: 89
- Views: 92541
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....
- Sat Jan 05, 2013 9:37 am
- Forum: StarCraft Modding
- Topic: AIScript Commands
- Replies: 7
- Views: 15209
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 ...
- Sat Jan 05, 2013 12:34 am
- Forum: PyMS (poiuy_qwert's complete modding suite)
- Topic: PyDAT v1.11 (windows exe) bug
- Replies: 1
- Views: 11146
- Fri Jan 04, 2013 9:03 pm
- Forum: PyMS (poiuy_qwert's complete modding suite)
- Topic: PyGrp
- Replies: 25
- Views: 34002
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.
Applied the "invalid GRP"/ignore extra bytes fix.
Fixed the show preview error.
Fixed additional errors when no frames are selected.
- Fri Jan 04, 2013 8:23 pm
- Forum: PyMS (poiuy_qwert's complete modding suite)
- Topic: PyPCX bug
- Replies: 1
- Views: 10921
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.
Error confirmed.
I've managed to get it to not display the error, but it ends up writing 3kb of data incorrectly.
- Fri Jan 04, 2013 7:46 pm
- Forum: PyMS (poiuy_qwert's complete modding suite)
- Topic: PyMS Update
- Replies: 0
- Views: 11150
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...