Search found 257 matches

by Myk
Tue Aug 25, 2009 10:00 pm
Forum: StarCraft Modding
Topic: 2 billion scourges
Replies: 5
Views: 1059

Hey guys. I just tested the: place_guard(Zerg Scourge, 0) And it looks like for each one of those you place it will train 2 Scourge each. Using four of them, like in Archon_Wing's post, will train 8 Scourge. I'll probably use this way of training them so it doesn't make so many of the damn things.
by Myk
Mon Aug 17, 2009 10:43 pm
Forum: StarCraft Modding
Topic: How to Attack Expand and Build in a loop? I can't figure
Replies: 6
Views: 1304

Well, timing is everything, to me. I didn't do something like that because I got worried that eventually the attack and expansion loops might get desync'd, leading to expansions trying to go up too long after or before an attack, decreasing the probability of the expansion actually happening. If you...
by Myk
Sun Aug 16, 2009 8:33 pm
Forum: StarCraft Modding
Topic: BWAI.com ModBash Partay!
Replies: 43
Views: 13918


Myk@USEast
Myk@USWest
Myk@Shadowflare


... call me! :lol:
by Myk
Fri Aug 14, 2009 7:34 pm
Forum: StarCraft Modding
Topic: Zerg AI problem
Replies: 26
Views: 5427

[quote name='Pandut' post='7356' date='Aug 14 2009, 10:49 AM']I tried that Baja, now the AI doesn't build so many hydralisks as before, but it seems to be the unit they prefer most. And Myk, the script is for a mod , not campaign . I won't reveal the details about the mod, so please, just humor me :...
by Myk
Fri Aug 14, 2009 5:30 am
Forum: StarCraft Modding
Topic: Zerg AI problem
Replies: 26
Views: 5427

[quote name='Pandut' post='7312' date='Aug 7 2009, 11:31 AM']I have no idea what you mean by the first part of the question. But as for the second part, no, this script is for a mod.[/quote] Sorry. I got really lazy lately. Here's some that I saw: -The computer doesn't really build drones/probes/scv...
by Myk
Sun Aug 09, 2009 11:11 am
Forum: StarCraft Modding
Topic: Rocky II Zerg and Protoss AI (Updated 02/02/12)
Replies: 330
Views: 104606

Hello, JH24! As you might have guessed, I'm into Zerg AI scripting. While I haven't been around for an amazingly long time, I like to pretend that I know a few things. Hive Slowness has been inevitable in all of my scripts. The best you can do is sort of mask this problem. Sandwich(Mmm...) buildings...
by Myk
Sun Aug 09, 2009 9:44 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76243

Hi I don't have a real Vs. Protoss part added right now. I should have one ready for the next release. I'll make sure to include a part to help it against fast zeal rushes. Right now AI scripting is limited to telling the computer what to build and when to built it. I can't do anything to really hel...
by Myk
Sun Aug 09, 2009 2:00 am
Forum: StarCraft Modding
Topic: Goto and Waits. How do these work?
Replies: 1
Views: 435

Goto and Waits. How do these work?

I know that goto loops need a wait, but do normal goto statements need a loop? And what if it loops back and forth between two sets of threads? Here's my example: --m_zergtech-- notowns_jump(Zerg Spawning Pool, b_spawningpool) notowns_jump(Zerg Hydralisk Den, b_hydraden) wait(10) goto(m_zergtech) --...
by Myk
Fri Aug 07, 2009 5:30 am
Forum: StarCraft Modding
Topic: Zerg AI problem
Replies: 26
Views: 5427

Hi.

A question: Where's the tech buildings at? Is this for some UMS map or something?
by Myk
Wed Aug 05, 2009 9:59 am
Forum: StarCraft Modding
Topic: High Powered Mutants - An Insane AI for the Insane!
Replies: 15
Views: 6111

It's been really good at getting enough Overlords in time. Once it reaches a certain point it pretty much sticks at 200/200, even while losing units and stuff, haha. Man, these scripts are so ugly. :) I think the player_need exercise might be put to death in the soon coming version in favor of a muc...

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