Search found 83 matches

by Equalizer
Fri Dec 11, 2009 3:51 am
Forum: StarCraft Modding
Topic: BWAI Launcher (updated)
Replies: 24
Views: 17441

Starcraft is a bit funny about having people play with AI's using non-custom map settings but there is a way to do what you described easily without needing a custom map, -start SC with the AIs you want -select multiplayer -select Local Area Network (UDP) [Direct Cable Connection option should also ...
by Equalizer
Fri Nov 27, 2009 6:12 am
Forum: StarCraft Modding
Topic: Looped training a dead end?
Replies: 23
Views: 2941

I was wondering if anyone knows how stable killable() & kill_thread() are. In that they are never used in the default scripts and sometimes programs aren't vary thorough when they kill something in that parts can often remain in memory. I was wonder if this could possibly become an issue since I...
by Equalizer
Tue Nov 24, 2009 5:27 am
Forum: StarCraft Modding
Topic: Accel_T v1.52 by Equalizer
Replies: 77
Views: 17013

Sorry about being slow at updating my ai but I haven't had much time to work on it recently. Also I've been try out a number of different concepts that require a lot of testing to see if they have the potential of working or not. I am aware of a number of issues that are making the ai weaker than it...
by Equalizer
Wed Nov 18, 2009 1:11 am
Forum: StarCraft Modding
Topic: Accel_T v1.52 by Equalizer
Replies: 77
Views: 17013

About the dropships, if I remember right the check_transports() can sometimes give dropship production too high a priority causing other parts of the script to stall till the max number of dropships was reached. I'll try out those lines of code when I get time but this is my reason for having the ai...
by Equalizer
Fri Nov 13, 2009 3:58 am
Forum: StarCraft Modding
Topic: Accel_T v1.52 by Equalizer
Replies: 77
Views: 17013

I hope to eventually rewrite the entire default terran AI in a form such that it is reactive, (then I'll consider working on the others if I ever manage to get the terran one finished). As it is I would like to wait on it being added to EIII as a considerable amount of the end code was just thrown i...
by Equalizer
Wed Nov 11, 2009 7:03 am
Forum: StarCraft Modding
Topic: Accel_T v1.52 by Equalizer
Replies: 77
Views: 17013

Accel_T v1.52 by Equalizer

AccelDefault T by Equalizer Scripting a better AI by making what was slow faster [Updated 14 February 2010] Only the terran AI has been modified. -uses unit overloading -uses resource level to trigger construction/tech -counter zerg and protoss strategy -only has ground script; will not run on air ...
by Equalizer
Mon Nov 02, 2009 3:58 am
Forum: StarCraft Modding
Topic: Entropy III v1.0 RC4 (Updated 2/19/10)
Replies: 175
Views: 32435

I haven't had very much time to work on ai scripting recently however I have found two minor things that could poptentially provide a slight improvement to existing scripts and they're fairly simple. (I'm posting them here because I'm not exactly sure where else they could go) 1) terran and protoss ...
by Equalizer
Sat Oct 10, 2009 3:07 pm
Forum: StarCraft Modding
Topic: time_jump
Replies: 4
Views: 865

AI time is the same as game time (e.g. time to build units). - both time_jump and wait use game time (wait)/(game seconds) = 10 (time_jump)/(game seconds) = 1/100 The ai will play the same on all speed settings as game time doesn't change. Game time to real time conversion varies based on the speed ...
by Equalizer
Sat Oct 10, 2009 5:18 am
Forum: StarCraft Modding
Topic: time_jump
Replies: 4
Views: 865

It isn't just the time_jump that acts that way, the wait command is similar. They are strange in the same way; 1 increment for time_jump is 1000 in wait time, this is shown by the following. time1, time2, time3 outputs are in sync with tick1000 # stat_txt.tbl entry 1342: Terran Expansion Custom Leve...
by Equalizer
Wed Oct 07, 2009 10:54 pm
Forum: StarCraft Modding
Topic: Using custom AIs in a mod
Replies: 23
Views: 2950

The ai uses a unit code that represents the each unit (the names in ai editors is just from the editor translating the unit codes so that it's legible). Assuming that you are modifying pre-existing units, to the ai they can be addressed the same as before from what I understand. I don't know a lot a...

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