Search found 49 matches

by Kryose
Mon May 26, 2008 6:23 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

I thought about my first question regarding the killable/kill_thread commands and came up with this. :end_suicide_loop multirun train_units wait 5000 send_suicide 0 goto end_suicide_loop :train_units multirun kill_timer killable train 8 marine train 16 marine train 24 marine train 32 marine stop :ki...
by Kryose
Mon May 26, 2008 1:51 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Yet another couple of questions for my next breath taking AI that will rock your world (or wont). 1) I am using the killable and kill_thread commands in my script for the end suicide loop. Basically I have the thread go into the unit training multirun and this multirun has killable at the beginning ...
by Kryose
Wed May 21, 2008 5:02 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Thanks baja! My newest script is at 2029 lines and counting with no problems while compiling. If I do hit the ceiling, I will tell you what it is... I am using ScAIEdit.
by Kryose
Tue May 20, 2008 8:55 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Another question... I hope I am not getting annoying. When reading through some threads I get the idea that there is a limit to the length of a script. How many lines is the maximum? Do blank lines count? I ask cause on my new script I have over 1800 lines (including blank lines) and can easily go m...
by Kryose
Tue May 20, 2008 7:05 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Thanks for the answers. I am currently using multiruns for different unit building, but I guess I will have to deal with a little bit more mixed up mass attacks.
by Kryose
Tue May 20, 2008 6:32 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Is there any way around this?
by Kryose
Tue May 20, 2008 4:11 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Another quick question. Normal suicide loops have a multirun that builds X amount of units, then it waits a certain amount of time, then it 'send_suicide 0's the new units for an attack. Does the send suicide clear all the 'in training' commands? IE. :suicide_loop multirun build_units wait 4000 send...
by Kryose
Fri May 09, 2008 5:20 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Another question... Using the start_town command... does this make the scv/probe/drone locate minerals/gas to build there, no matter what is being built? For example: expansion 1 expo :expo start_town build 1 nexus 80 wait_build 1 nexus build 5 probe 80 build 1 assimilator 80 stop From what I have s...
by Kryose
Fri May 09, 2008 5:04 pm
Forum: StarCraft Modding
Topic: My second attempt
Replies: 9
Views: 1267

Latest code I will have to test how the 'start_town>build cannon/shield battery' works out, but otherwise I think that the AI is sound.. for the most part. ; ASC3 File generated by ScAIEdit III ; ; Script name : Protoss Expansion Custom Level ; ; Protoss Multirun Script v1.00 - Created by Kryose ; s...
by Kryose
Fri May 09, 2008 4:59 pm
Forum: StarCraft Modding
Topic: Kryose's AI question(s) - ongoing
Replies: 59
Views: 7026

Latest code ; ASC3 File generated by ScAIEdit III ; ; Script name : Terran Expansion Custom Level ; ; Terran Multirun Script v1.01 - Created by Kryose - Modified by Ashara ; script_name Terran Expansion Custom Level script_id TMCx ; === STARTUP COMMANDS === start_town transports_off farms_notiming ;...

Go to advanced search