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by Heinermann
Fri Jun 15, 2007 3:07 am
Forum: StarCraft Modding
Topic: [Help] Neutral AI
Replies: 3
Views: 927

Hm. Would be complicated. You'd need to edit some code in ASM.

Also, you're fat.
What are we doing this summer?
by Heinermann
Fri Jun 15, 2007 3:02 am
Forum: StarCraft Modding
Topic: Fusion ASM
Replies: 9
Views: 2558

Hmm, should I use JUMP instead of CALL in the order replacements?

Do you mean the switch case table that lists in order each AIScript command? I didn't think of changing that, but it could be done making things easier, just copying the entire block of code used to make the command work.
by Heinermann
Mon Jun 11, 2007 2:19 am
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

That's exactly what should be used in all scripts.
You make more peons than you would normally and then recall a few to expansion.

The max would limit it.
by Heinermann
Sun Jun 10, 2007 6:25 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

Yeah, I have no idea what type of input they are. That's from scAIEdit III's opcode.dat.
by Heinermann
Wed Jun 06, 2007 10:48 pm
Forum: StarCraft Modding
Topic: Question about BWscript.bin
Replies: 4
Views: 1640

BWScript is an extension of AIScript. If AIScript exceeds its maximum size, you can use BWScript to store your scripts, and SC will read it, however Staredit will not.
by Heinermann
Mon Jun 04, 2007 11:40 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

Scout_with is unused.
by Heinermann
Sun Jun 03, 2007 2:44 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

Fixed it up a bit and gave Staredit commands more meaning.
by Heinermann
Sat Jun 02, 2007 10:30 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

Yeah, I looked at the assembly in ollydbg. :)
by Heinermann
Sat Jun 02, 2007 1:06 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

I took some time to get the values for "rush". Sunkens/spores count as 2 units 0 = Barracks OR Spawning Pool OR Gateway (includes incomplete) 1 = At Least 17 Marines + Bunkers, OR at least 16 Sunken Colonies + Hydralisks, OR at least 7 Zealots 2 = At least 25 Marines + Bunkers, OR At least...
by Heinermann
Fri Jun 01, 2007 11:23 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 93495

I thought the value in "creep" determines the distance towers are placed from each other. I think "prep_down" has to do with Siege Tanks, as both Tank Mode and Siege Mode are compared in memory. "if_towns" doesn't exist. "fatal_error" causes a fatal AI script ...

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