Scripts do stack though they behave strangely when you do this.
Each script counts units and building separately in the sense that if there are 2 scripts for 1 comp player each with a line of build 1 baracks (some prioity) and the comp has 0 barracks to start with the comp will build 2 barracks.
Search found 83 matches
- Wed Sep 23, 2009 4:24 am
- Forum: StarCraft Modding
- Topic: AI Script "Terran 12 - Tank Town" not upgrading?
- Replies: 7
- Views: 2259
- Wed Sep 23, 2009 4:15 am
- Forum: StarCraft Modding
- Topic: Zerg AI problem
- Replies: 26
- Views: 5447
There is the command, defaultbuild_off This seems to decrease the amount of random units built but I don't believe it completely gets rid of it. It tends to be used in Blizzard scripts where they wanted the comp to do something more specific, so I'm fairly sure it does take out some built-in auto bu...
- Wed Sep 23, 2009 4:06 am
- Forum: StarCraft Modding
- Topic: Is it possible to count own units?
- Replies: 3
- Views: 989
I do not know of any specific command that allows the script to jump based on unit count. However, I have just started looking at SC AI again, so I could be missing something. There are some obscure ways that you can gage unit count that may or may not work, using resource jumps determine how many r...