Search found 49 matches
- Mon May 26, 2008 6:23 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
I thought about my first question regarding the killable/kill_thread commands and came up with this. :end_suicide_loop multirun train_units wait 5000 send_suicide 0 goto end_suicide_loop :train_units multirun kill_timer killable train 8 marine train 16 marine train 24 marine train 32 marine stop :ki...
- Mon May 26, 2008 1:51 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
Yet another couple of questions for my next breath taking AI that will rock your world (or wont). 1) I am using the killable and kill_thread commands in my script for the end suicide loop. Basically I have the thread go into the unit training multirun and this multirun has killable at the beginning ...
- Wed May 21, 2008 5:02 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
- Tue May 20, 2008 8:55 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
Another question... I hope I am not getting annoying. When reading through some threads I get the idea that there is a limit to the length of a script. How many lines is the maximum? Do blank lines count? I ask cause on my new script I have over 1800 lines (including blank lines) and can easily go m...
- Tue May 20, 2008 7:05 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
- Tue May 20, 2008 6:32 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
- Tue May 20, 2008 4:11 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
Another quick question. Normal suicide loops have a multirun that builds X amount of units, then it waits a certain amount of time, then it 'send_suicide 0's the new units for an attack. Does the send suicide clear all the 'in training' commands? IE. :suicide_loop multirun build_units wait 4000 send...
- Fri May 09, 2008 5:20 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
Another question... Using the start_town command... does this make the scv/probe/drone locate minerals/gas to build there, no matter what is being built? For example: expansion 1 expo :expo start_town build 1 nexus 80 wait_build 1 nexus build 5 probe 80 build 1 assimilator 80 stop From what I have s...
- Fri May 09, 2008 5:04 pm
- Forum: StarCraft Modding
- Topic: My second attempt
- Replies: 9
- Views: 1262
Latest code I will have to test how the 'start_town>build cannon/shield battery' works out, but otherwise I think that the AI is sound.. for the most part. ; ASC3 File generated by ScAIEdit III ; ; Script name : Protoss Expansion Custom Level ; ; Protoss Multirun Script v1.00 - Created by Kryose ; s...
- Fri May 09, 2008 4:59 pm
- Forum: StarCraft Modding
- Topic: Kryose's AI question(s) - ongoing
- Replies: 59
- Views: 6865
Latest code ; ASC3 File generated by ScAIEdit III ; ; Script name : Terran Expansion Custom Level ; ; Terran Multirun Script v1.01 - Created by Kryose - Modified by Ashara ; script_name Terran Expansion Custom Level script_id TMCx ; === STARTUP COMMANDS === start_town transports_off farms_notiming ;...