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by Heinermann
Sun May 13, 2007 8:26 pm
Forum: StarCraft Modding
Topic: Fusion General Information (Updated: May 11)
Replies: 22
Views: 4484

I believe you're misunderstanding the engine of Starcraft. Nobody has to re-download a map if they already have the modified one, and even then it's not any problem at all. Number 2 can't happen. EDIT Ok. There's no more money for the computer, and I just had an idea to get rid of its little map-hac...
by Heinermann
Sun May 13, 2007 1:56 pm
Forum: StarCraft Modding
Topic: Modding help for AI fusion needed!
Replies: 17
Views: 3951

Where is the AIScript opcode function pointer table?
by Heinermann
Sun May 13, 2007 1:14 am
Forum: StarCraft Modding
Topic: Fusion General Information (Updated: May 11)
Replies: 22
Views: 4484

Well to simplify things, we're also looking forward to firegraft which will be 1.14/1.15. We'll attempt to use the most of AI Trickery to get this done. We can easily get a program to mass-copy specific variables from one map to another, so applying it to other maps is no problem at all. Besides tha...
by Heinermann
Sun May 13, 2007 12:58 am
Forum: StarCraft Modding
Topic: Modding help for AI fusion needed!
Replies: 17
Views: 3951

Well, I'd say my most tactical orders would be (most important to least important on my scale) 1. Place Spidermine 2. Tank Mode 3. Cast Psionic Storm 4. Lift Off 5. Siege Mode 6. Land 7. Cast Dark Swarm *. Cast Plague *. Cast Ensnare *. Cast Maelstorm *. Cast Stasis Field Ahzz will think differently...
by Heinermann
Sat May 12, 2007 2:14 pm
Forum: StarCraft Modding
Topic: Modding help for AI fusion needed!
Replies: 17
Views: 3951

Hm, it might be possible, but some ideas for hacking SC would be to remove the "Preserve Trigger" delay and replace the move/patroll orders, or if possible, change some AIScript.bin orders like "move dark templars to region", make it more of a "place spidermine here". F...
by Heinermann
Sat May 12, 2007 1:39 am
Forum: StarCraft Modding
Topic: Fusion General Information (Updated: May 11)
Replies: 22
Views: 4484

.got files will have to stay out unless someone gets us something that imports raw locations, or unless .got files can do this already.
We'll have a program that implements the AI's locations and triggers into any map.
by Heinermann
Fri May 11, 2007 11:30 pm
Forum: StarCraft Modding
Topic: Fusion General Information (Updated: May 11)
Replies: 22
Views: 4484

No no, create unit works like the trigger. It's in the SCAIEdit III help, and used in one of the blizzard nuke scripts.
by Heinermann
Fri May 11, 2007 10:58 pm
Forum: StarCraft Modding
Topic: Fusion General Information (Updated: May 11)
Replies: 22
Views: 4484

The idea with the custom units in SCAIEdit III, is that it will use its own "create_unit" function, and this is how we can communicate with the triggers. Similarly, the triggers can communicate back by creating a custom unit as an enemy, and we can use the "enemyowns_jump" functi...
by Heinermann
Fri May 11, 2007 9:21 pm
Forum: StarCraft Modding
Topic: Fusion General Information (Updated: May 11)
Replies: 22
Views: 4484

Fusion General Information (Updated: May 11)

⋅ Modding Portion ⋅ Modified Units ⋅ Modified Weapons ⋅ Modification Concepts ⋅ Triggering Portion ⋅ Tactics ⋅ Grid ⋅ AIScript portion ⋅ Unit Definitions file 1. Modding Portion 1. Modified Units ID: 10 Old Na...
by Heinermann
Sun May 06, 2007 5:19 am
Forum: StarCraft Modding
Topic: The Great Big All-In-One Help Thread
Replies: 76
Views: 31349

The Great Big All-In-One Help Thread

Please make sure you post the version of Starcraft you are using, and the error message. If there is no popup, go to the StarcraftErrors directory and find the most recent error log. We need to know the more detailed information so that more advanced users can take a look at the instructions at fau...

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