Search found 257 matches

by Myk
Wed Sep 30, 2009 11:31 pm
Forum: StarCraft Modding
Topic: Max number of Complex AIs
Replies: 17
Views: 2011

That upgrade section is really weird. I prefer something like.... --r_evo_carapace-- wait_build(1, Zerg Evolution Chamber) upgrade(1, Zerg Carapace, 70) wait(4500) wait_build(1, Zerg Lair) upgrade(2, Zerg Carapace, 70) wait(5000) upgrade(3, Zerg Carapace, 70) stop() --r_evo_melee-- wait_build(2, Zer...
by Myk
Wed Sep 30, 2009 5:27 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76243

So everything worked and then everything didn't work! I didn't know what to say this morning when I booted up the 3.1 exe and it wasn't at all like I had it been working. I guess somewhere along the line I "fixed" something and it caused the script to sort of fold in on itself and fail. An...
by Myk
Tue Sep 29, 2009 6:00 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76243

Whoa, it's 3.1 and it kicks 3.0 in the gut, imo! So I deleted half of the 3.0 scripts and added more junk inside of them instead. I think it's slightly better now, but I can't be sure. I'm still missing the PvT and all three of the mirror matchups. It's just my hardcore laziness when it comes to Pro...
by Myk
Wed Sep 16, 2009 10:02 pm
Forum: StarCraft Modding
Topic: AI Script "Terran 12 - Tank Town" not upgrading?
Replies: 7
Views: 2259

How about just setting the default upgrade at +1/+1 or whatever?
by Myk
Wed Sep 16, 2009 5:17 am
Forum: StarCraft Modding
Topic: Kill_thread
Replies: 5
Views: 992

I lied. This can help, but it seemed to cause big gamps in unit training. It's way better to just keep the multiruns going...


I would use this for other loops, however. Like a wraith harass or some detecting loop or whatever could use it well, just not here. :D
by Myk
Tue Sep 15, 2009 6:21 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76243

I will post a rep or two soon. I like your coding style and it is always giving new ideas that I can steal for my own one :P Stealing sharing is always great for improvement! I'll get the txts posted so nobody has to go through the trouble of exporting them to check them out... Is it really "M...
by Myk
Tue Sep 15, 2009 3:01 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76243

Whoa, new version bump! :D
by Myk
Wed Sep 09, 2009 6:34 am
Forum: StarCraft Modding
Topic: Kill_thread
Replies: 5
Views: 992

Here's something useful: If you're running a Zerg script with a bunch of multiruns with training commands in them, as is the norm right now, adding kill_thread() and killable() to your script will help out with transitions to higher tier units. For example: --loopA-- send_suicide(0) multirun(t_lings...
by Myk
Thu Aug 27, 2009 8:05 am
Forum: StarCraft Modding
Topic: How to Attack Expand and Build in a loop? I can't figure
Replies: 6
Views: 1304

[quote name='Scourge Splitter' post='7382' date='Aug 18 2009, 09:03 AM']I've used it and it works pretty fine, but then I just don't care too much about the desync... :P However, if you want them to expand when they attack, then you can insert wait_train commands, to keep the expansion close to the ...
by Myk
Thu Aug 27, 2009 6:14 am
Forum: StarCraft Modding
Topic: Zerg AI problem
Replies: 26
Views: 5427

--dronebuild-- build(1, Zerg Drone, 40) wait(50) goto(dronebuild) That will train 1 Zerg Drone, overall. Given that it looks like you've already got 4 Drones already, that loop doesn't really do anything. You could do something like: --dronebuild-- build(1, Zerg Drone, 40) wait_buildstart(1, Zerg D...

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