Search found 257 matches

by Myk
Mon Jan 16, 2012 6:41 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 81513

Here's a strict BWAIWar PvT entry. Great potential for a perfect score. Also a great study script for resource based script construction.
[attachment=2897:Myk War P v1.txt]
by Myk
Wed Jan 11, 2012 12:21 am
Forum: StarCraft Modding
Topic: Hero Mod (Development)
Replies: 17
Views: 24422

Monthly progress... Oh man. How to scare yourself: Accidentally set one of the upgrades to 0 and then ask the computer to do it. The AI will just freeze. I had started getting the idea that I had somehow corrupted the mod, and was going to have to rebuild the whole thing. It wouldn't have been overw...
by Myk
Mon Jan 09, 2012 9:24 am
Forum: StarCraft Modding
Topic: Armageddon Onslaught
Replies: 182
Views: 33753

[quote name='Taranok' date='08 January 2012 - 02:15 PM' timestamp='1326060946' post='10569']
I cant find a download link that works... Can somebody post a new one or something?
[/quote]
http://www.campaigncreations.org/starcr ... _onslaught
by Myk
Sun Jan 01, 2012 10:53 pm
Forum: StarCraft Modding
Topic: SCAIEdit III list of commands
Replies: 96
Views: 98868

That doesn't seem to follow my experience, but that might just be foggy memory. I thought call/return functioned more or less like using goto. Examples: call(trainMarines) ... --trainMarines-- train(1, Terran Marine) return() goto(trainMarines) --trainMarinesDone-- ... --trainMarines-- train(1, Terr...
by Myk
Sun Jan 01, 2012 8:00 am
Forum: StarCraft Modding
Topic: help with toss AI
Replies: 18
Views: 2394

[quote name='Taranok' date='31 December 2011 - 09:37 PM' timestamp='1325396253' post='10552'] defensebuild: I read on the forums that it can screw up your script or something... that's why I don't use it. Actually even with the defaultbuild_off it still builds more dragoons than I tell it to (about ...
by Myk
Sun Jan 01, 2012 4:07 am
Forum: StarCraft Modding
Topic: help with toss AI
Replies: 18
Views: 2394

It's a good first script. Archons: I think you can train the HTs or just tell it to train the Archons. Either way should work. Observers: No idea. I think you can only get one of them to come along. I haven't really experimented with this too much, but my guess is that they're a lot like the Zerg AI...
by Myk
Fri Dec 30, 2011 4:08 am
Forum: StarCraft Modding
Topic: help with toss AI
Replies: 18
Views: 2394

Wow. That is the weirdest/most intense scripts I've ever seen. I'll run it tomorrow, but right away I suggest trying either of these to stop the dragoon spam: defaultbuild_off() define_max(255, Protoss Dragoon) For sending Archons, I just tell the AI to train them, wait for one or more to be trained...
by Myk
Fri Dec 30, 2011 1:46 am
Forum: StarCraft Modding
Topic: help with toss AI
Replies: 18
Views: 2394

[quote name='Taranok' date='29 December 2011 - 04:37 PM' timestamp='1325205422' post='10544'] Hi! I'm working on my Protoss Ai but for some reason in the middle of the code, it will start producing Dragoons, even though I dont have any commands to do so. It'll stop once it produces the units in the ...
by Myk
Tue Dec 27, 2011 2:46 am
Forum: StarCraft Modding
Topic: How do I fix my building placement graphic?
Replies: 2
Views: 795

How do I fix my building placement graphic?

I edited Units.dat so that my Photon Cannon has a Placement Box that is now twice as big as it was (128x128), but now the graphic isn't centered in-game. Is there anything I can tweak to scoot it back to where I want it?
by Myk
Fri Dec 23, 2011 3:55 pm
Forum: StarCraft Modding
Topic: Hero Mod (Development)
Replies: 17
Views: 24422

I've got a unit and a building that both use a Lurker style attack. The unit works fine, but the building seems to have some sort of range issue. It will attempt to attack something that's just at the very edge of it's max range, and continually do this. I can't figure it out. Edit 1: Apparently, it...

Go to advanced search