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Archon_Wing
Posts: 901
Joined: Wed Jul 25, 2007 11:22 pm

Postby Archon_Wing » Fri Apr 10, 2009 3:32 am

1.) Nope, you can't decide where the AI builds. The AI usually picks the nearest expansion with gas and minerals. It's a matter of luck on some maps, and for this reason certain maps just aren't suitable for AI at all.

2.) Yes, you can use train for them all. place_guard is basically the same as defensebuild but for units that don't have an attack. You can use defenseuse/defensebuild with archons, btw.

3.) Not sure; it basically runs that block when attacked. The way Blizzard does it is to refer to a block that basically just builds all buildings and probes again. Did you directly lift it from Blizz's script? And yea, I noticed including it makes the AI expand on its own.

4.) Nope, that's all hardcoded too. Though the default behavior works pretty well imo.
silvermax
Posts: 9
Joined: Fri Mar 27, 2009 4:49 am

Postby silvermax » Fri Apr 10, 2009 4:22 am

i only copied the instructions for build from gateway up to arbiter:
[spoiler]:panic
:block43
notowns_jump gateway block41
goto block42

:block41
wait 300

goto block43

:block42
player_need 1 gateway

:block46
notowns_jump cybernetics_core block44
goto block45

:block44
wait 300

goto block46

:block45
player_need 1 cybernetics_core

:block49
notowns_jump forge block47
goto block48

:block47
wait 300

goto block49

:block48
player_need 1 forge

build 1 shield_battery 80
wait_buildstart 1 shield_battery

:block52
notowns_jump cybernetics_core block50
goto block51

:block50
wait 300

goto block52

:block51
player_need 1 cybernetics_core

:block55
notowns_jump robotics_facility block53
goto block54

:block53
wait 300

goto block55

:block54
player_need 1 robotics_facility

:block58
notowns_jump forge block56
goto block57

:block56
wait 300

goto block58

:block57
player_need 1 forge

:block61
notowns_jump citadel_of_adun block59
goto block60

:block59
wait 300

goto block61

:block60
player_need 1 citadel_of_adun

:block64
notowns_jump templar_archives block62
goto block63

:block62
wait 300

goto block64

:block63
player_need 1 templar_archives
place_guard dark_archon 0

:block67
notowns_jump stargate block65
goto block66

:block65
wait 300

goto block67

:block66
player_need 1 stargate

:block70
notowns_jump observatory block68
goto block69

:block68
wait 300

goto block70

:block69
player_need 1 observatory

:block73
notowns_jump robotics_support_bay block71
goto block72

:block71
wait 300

goto block73

:block72
player_need 1 robotics_support_bay

:block76
notowns_jump fleet_beacon block74
goto block75

:block74
wait 300

goto block76

:block75
player_need 1 fleet_beacon

:block79
notowns_jump arbiter_tribunal block77
goto block78

:block77
wait 300

goto block79

:block78
player_need 1 arbiter_tribunal
stop[/spoiler]

In this case my AI crashed, but when i copied exactly all the block including nexus, probes, templars, etc. it started to expand and expand but not train anymore, and finally, i got 2 probes dancing and dancing ...
User avatar
Archon_Wing
Posts: 901
Joined: Wed Jul 25, 2007 11:22 pm

Postby Archon_Wing » Fri Apr 10, 2009 6:06 am

Hmm, are you actually putting Panic (block name) like Panic Block43 in your script?
Could you post your whole script here?
silvermax
Posts: 9
Joined: Fri Mar 27, 2009 4:49 am

Postby silvermax » Fri Apr 10, 2009 6:48 am

this is my last copy when i used panic and crashed. I named all the block as panic
[spoiler]start_town
transports_off
farms_notiming

; === DEFINE MAX PER UNIT ===
define_max 20 probe
define_max 20 zealot
define_max 4 dragoon
define_max 5 observer


; === START ===
build 1 nexus 150
wait_build 1 nexus
build 4 probe 130
wait_build 4 probe
build 5 probe 80
wait_buildstart 5 probe
build 6 probe 80
wait_buildstart 6 probe
build 1 pylon 80
wait_buildstart 1 pylon
build 7 probe 80
wait_buildstart 7 probe
wait_build 1 pylon
build 1 gateway 80
wait_buildstart 1 gateway
rush 0 rush1
build 8 probe 80
wait_buildstart 8 probe
wait_build 1 gateway
defensebuild_gg 1 zealot
defenseuse_gg 1 zealot
train 1 zealot
build 2 gateway 80
wait_buildstart 2 gateway
train 2 zealot

;==CONTINUE FROM RUSH==
:continue
build 2 pylon 80
build 3 gateway 80
wait_buildstart 3 gateway
train 4 zealot
build 3 pylon 80
wait_buildstart 3 pylon
train 12 zealot
multirun zealot
rush 3 rush2

wait_build 3 gateway

farms_timing

build 9 probe 80
wait_buildstart 9 probe
build 10 probe 80
wait_buildstart 10 probe
build 1 forge 80
wait_buildstart 1 forge
build 1 photon_cannon 80
build 11 probe 80
wait_buildstart 11 probe
build 2 photon_cannon 80
build 1 assimilator 80
train 13 zealot
attack_add 12 zealot
attack_prepare
build 3 photon_cannon 80
wait 50
build 2 forge 80
attack_do
attack_clear
wait 500
:continue2
build 4 photon_cannon 80
build 14 probe 80
wait_build 12 probe
build 1 shield_battery 80
wait_buildstart 1 shield_battery
build 1 cybernetics_core 80
wait_build 1 cybernetics_core
upgrade 1 p_ground_weapon 70
upgrade 1 p_plasma_shield 70
wait 500
upgrade 1 dragoon_range 30
build 5 photon_cannon 80
panic panic
define_max 12 dragoon
define_max 20 zealot
defenseclear_gg
defensebuild_gg 1 dragoon
defensebuild_ag 2 dragoon
defenseuse_gg 1 dragoon
defenseuse_ag 2 dragoon
defensebuild_gg 2 zealot
defenseuse_gg 2 zealot
train 13 zealot
train 5 dragoon
attack_add 12 zealot
attack_add 4 dragoon
attack_prepare
enemyowns_jump lair lurkerplan
:lurkerfinish
build 1 citadel_of_adun 80
multirun adun
wait 50
attack_do
attack_clear
wait 500
;multirun observers
expand 1 exp1

:attack
defenseclear_gg
defenseuse_gg 1 dragoon
defenseuse_gg 1 zealot
train 13 zealot
train 5 dragoon
attack_add 12 zealot
attack_add 4 dragoon
attack_add 1 observer
attack_prepare
wait 50
attack_do
attack_clear
wait 500
resources_jump 600 300 block2
goto attack

:block2
define_max 5 observer
define_max 10 dragoon
define_max 12 zealot
define_max 4 shuttle
define_max 15 dark_templar
define_max 8 high_templar
define_max 4 dark_archon
define_max 4 archon
defensebuild_gg 2 dark_templar
defenseuse_gg 2 dark_templar
defensebuild_gg 1 high_templar
defenseuse_gg 1 high_templar
defensebuild_ag 1 high_templar
defenseuse_ag 1 high_templar
defensebuild_ag 1 archon
defenseuse_ag 1 archon
defensebuild_gg 1 archon
defenseuse_gg 1 archon
defensebuild_ag 1 dark_archon
defenseuse_ag 1 dark_archon
defensebuild_gg 1 dark_archon
defenseuse_gg 1 dark_archon
multirun templar
wait_build 1 citadel_of_adun
build 1 templar_archives 80
wait_build 1 templar_archives
train 2 dark_templar
place_guard high_templar 0
wait_train 2 dark_templar
build 7 photon_cannon 80
wait_buildstart 7 photon_cannon
build 2 templar_archives 90
train 4 dark_templar
place_guard high_templar 0
place_guard high_templar 1
wait_build 2 templar_archives
build 10 photon_cannon 80
place_guard dark_archon 0
wait 800
multirun archon

:attack2
wait 1
random_jump 128 attack2a
train 8 zealot
train 8 dragoon
train 4 dark_templar
attack_add 8 zealot
attack_add 8 dragoon
attack_add 4 dark_templar
attack_add 1 archon
attack_add 1 high_templar
attack_add 1 observer
attack_prepare
wait 300
attack_do
attack_clear
wait 800
goto attack2

:attack2a
wait 1
train 8 dark_templar
train 4 zealot
train 8 dragoon
train 4 high_templar
attack_add 8 dark_templar
attack_add 4 zealot
attack_add 2 archon
attack_add 8 dragoon
attack_add 1 dark_archon
attack_add 1 observer
attack_prepare
wait 300
attack_do
attack_clear
wait 800
goto attack2

:exp1
defensebuild_gg 1 zealot
defenseuse_gg 1 zealot
defensebuild_gg 1 dragoon
defenseuse_gg 1 dragoon
defensebuild_ag 1 dragoon
defenseuse_ag 1 dragoon
start_town
build 1 nexus 80
wait_buildstart 1 nexus
build 1 pylon 80
multirun cannons_exp1
wait_build 1 nexus
build 4 probe 130
wait_buildstart 4 probe
build 1 shield_battery 80
wait_buildstart 1 shield_battery
build 2 pylon 70
get_oldpeons 10
wait 200
build 1 gateway 80
wait 300
stop

:cannons_exp1
wait_build 1 pylon
build 1 photon_cannon 80
wait_buildstart 1 photon_cannon
wait 300
build 2 photon_cannon 80
wait_buildstart 2 photon_cannon
wait 300
build 3 photon_cannon 80
wait_buildstart 3 photon_cannon
wait 300
build 4 photon_cannon 80
wait_buildstart 4 photon_cannon
wait 300
build 5 photon_cannon 80
wait_buildstart 5 photon_cannon
groundmap_jump stopcannon
wait 450
build 6 photon_cannon 80
wait_buildstart 6 photon_cannon
wait 450
build 7 photon_cannon 80

:stopcannon
wait 200
stop

:rush1
build 2 pylon 80
build 2 gateway 80
attack_add 1 zealot
attack_do
wait 10
:attack1
attack_add 1 zealot
attack_add 1 zealot
attack_do
attack_clear
time_jump 10 endrush
wait 10
goto attack1
:endrush
wait 500
attack_clear
goto continue

:lurkerplan
wait 10
attack_clear
build 1 robotics_facility 80
wait_build 1 robotics_facility
build 1 observatory 80
wait_build 1 observatory
train 2 observer
train 8 dragoon
attack_add 8 dragoon
attack_add 12 zealot
attack_add 1 observer
attack_prepare
wait 100
attack_do
attack_clear
goto lurkerfinish

:observers
notowns_jump robotics_facility buildobs
:obsupgrades
wait_build 1 observatory
upgrade 1 observer_sight 30
wait 1800
upgrade 1 observer_speed 30
stop
:buildobs
build 1 robotics_facility 80
wait_build 1 robotics_facility
build 1 observatory 80
wait_build 1 observatory
train 5 observer
goto obsupgrades


:adun
notowns_jump citadel_of_adun wait_a
upgrade 1 zealot_speed 70
wait 500
upgrade 1 p_armor 70
stop

:wait_a
wait 300
goto adun

:templar
notowns_jump templar_archives wait_t
upgrade 2 p_ground_weapon 70
upgrade 2 p_armor 70
wait_train 1 high_templar
tech psionic_storm 80
wait 2700
wait_train 3 high_templar
upgrade 1 templar_mana 50
wait 2700
tech hallucination 50
upgrade 2 p_plasma_shield 70
wait_force 1 dark_archon
tech mind_control 70
wait 3000
wait_force 3 dark_archon
tech maelstrom 70
upgrade 1 dark_archon_mana 50

:wait_t
wait 500
goto templar

:zealot
wait 900
train 12 zealot
notowns_jump cybernetics_core zealot
train 6 dragoon
goto zealot

:archon
wait 900
notowns_jump templar_archives archon
wait 1
train 12 dark_templar
place_guard high_templar 0
place_guard high_templar 1
wait_force 12 dark_templar
wait_force 2 high_templar
place_guard dark_archon 0
place_guard archon 0
wait 1

goto archon

:rush2
attack_add 12 zealot
attack_prepare
attack_do
attack_clear
wait_build 3 gateway

farms_timing

build 9 probe 80
wait_buildstart 9 probe
build 10 probe 80
wait_buildstart 10 probe
build 1 forge 80
wait_buildstart 1 forge
build 1 photon_cannon 80
build 11 probe 80
wait_buildstart 11 probe
build 2 photon_cannon 80
wait_buildstart 2 photon_cannon
build 1 assimilator 80
build 3 photon_cannon 80
wait_buildstart 3 photon_cannon
build 2 forge 80
wait_buildstart 2 forge
wait 1
goto continue2

:expansions
wait 8400
expand 99 exp1
wait 1
goto expansions


:panic
:block43
notowns_jump gateway block41
goto block42

:block41
wait 300

goto block43

:block42
player_need 1 gateway

:block46
notowns_jump cybernetics_core block44
goto block45

:block44
wait 300

goto block46

:block45
player_need 1 cybernetics_core

:block49
notowns_jump forge block47
goto block48

:block47
wait 300

goto block49

:block48
player_need 1 forge

build 1 shield_battery 80
wait_buildstart 1 shield_battery

:block52
notowns_jump cybernetics_core block50
goto block51

:block50
wait 300

goto block52

:block51
player_need 1 cybernetics_core

:block55
notowns_jump robotics_facility block53
goto block54

:block53
wait 300

goto block55

:block54
player_need 1 robotics_facility

:block58
notowns_jump forge block56
goto block57

:block56
wait 300

goto block58

:block57
player_need 1 forge

:block61
notowns_jump citadel_of_adun block59
goto block60

:block59
wait 300

goto block61

:block60
player_need 1 citadel_of_adun

:block64
notowns_jump templar_archives block62
goto block63

:block62
wait 300

goto block64

:block63
player_need 1 templar_archives
place_guard dark_archon 0

:block67
notowns_jump stargate block65
goto block66

:block65
wait 300

goto block67

:block66
player_need 1 stargate

:block70
notowns_jump observatory block68
goto block69

:block68
wait 300

goto block70

:block69
player_need 1 observatory

:block73
notowns_jump robotics_support_bay block71
goto block72

:block71
wait 300

goto block73

:block72
player_need 1 robotics_support_bay

:block76
notowns_jump fleet_beacon block74
goto block75

:block74
wait 300

goto block76

:block75
player_need 1 fleet_beacon

:block79
notowns_jump arbiter_tribunal block77
goto block78

:block77
wait 300

goto block79

:block78
player_need 1 arbiter_tribunal
stop

:block40
build 1 pylon 80
wait_build 1 pylon

:block82
notowns_jump forge block80
goto block81

:block80
wait 300

goto block82

:block81
build 1 photon_cannon 80
wait_buildstart 1 photon_cannon
build 2 pylon 80
wait_build 2 pylon
build 2 photon_cannon 80
wait_build 2 photon_cannon
wait 450

build 3 photon_cannon 80
wait_build 3 photon_cannon
wait 450

build 4 photon_cannon 80
wait_build 4 photon_cannon
wait 450

build 5 photon_cannon 80
wait_build 5 photon_cannon

:block83
wait_train 1 high_templar
groundmap_jump block84
place_guard high_templar 0
wait_train 3 high_templar
place_guard high_templar 2
stop

:block84
place_guard high_templar 0
place_guard high_templar 1
place_guard high_templar 2
stop[/spoiler]

maybe that place for panic is not good?
User avatar
Archon_Wing
Posts: 901
Joined: Wed Jul 25, 2007 11:22 pm

Postby Archon_Wing » Fri Apr 10, 2009 7:27 am

Hmm, I'm not really sure. However, you could try getting rid of all the defense commands for dark archons and high templar, because they don't have a weapon and I think that may crash the game. Also try getting rid of all the place_guard commands for now, sometimes they do weird stuff and looping them may cause trouble.

For my panic block, I basically copy and pasted the same part you took from Blizzard and put it at the end of my expansion block. Then I just had the panic run my expansion block, like
Panic Expand

I did change it past the templar archives though, started putting in stuff like

wait_train 1 arbiter
player_need 1 stargate
wait 1
player_need 1 arbiter_tribunal
wait_train 1 carrier
player_need 1 fleet_beacon


Another oddity once I put the panic in is that the AI started expanding on its own, after I said "expand 99" (it didn't have to be a loop) when usually you have to put it in a loop. I'm not sure if this or "capt_expand" is responsible.

Alternatively, you could just forget the whole panic thing and try the commands defaultbuild_off and default_min 0 to make the comp rebuild stuff, explained earlier in the thread. If you want the comp to rebuild at expos if its main is gone, you can just stick a few player_need commands here and there in expo blocks like I did above. I found that to be more useful anyways. Out of the 3 scripts I've made, only the Protoss uses panic and the benefits seem dubious. Generally when it comes to comp rebuilding, it's quite a crapshoot.
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Wed Jan 27, 2010 11:04 pm

I have some refined information for the Rush command now that I'm a lot better at Reverse Engineering.

If any unit is within 320 pixels of the AI's "region", and the conditions for that unit's owner is met, then it will jump to the specified block.
Rush 0 applies to buildings that aren't completed.
The rest only apply to units/buildings that have been completed.

TERRAN
0: Commands a Barracks
1: Terran Infantry Score > 16
2: Terran Infantry Score > 24
3: Terran Infantry Score > 5
4: Terran Infantry Score > 16
5: Terran Infantry Score > 6
6: Terran Infantry Score > 12
7: Commands a Siege Tank
8: Terran Infantry Score > 5
9: Terran Infantry Score > 9
10: Terran Infantry Score > 4
11: Terran Infantry Score > 10
12: Terran Infantry Score > 16
13: Terran Infantry Score > 24

ZERG
0: Commands a Spawning Pool
1: Zerg Ground Score > 10
2: Zerg Air Score > 10
3: Zerg Ground Score > 2, or commands a Hydralisk Den
4: Zerg Ground Score > 10
5: Zerg Ground Score > 6
6: Zerg Sunken Colonies > 1
7: Commands a Queen
8: Zerg Ground Score > 2
9: Zerg Ground Score > 4
10: Zerg Ground Score > 4
11: Zerg Ground Score > 10
12: Zerg Air Score > 5
13: Zerg Air Score > 10

PROTOSS
0: Commands a Gateway
1: Protoss Zealots > 6
2: Not used
3: Protoss Zealots > 1
4: Protoss Zealots > 8
5: Protoss Zealots > 3
6: Protoss Dragoons > 1
7: Protoss Zealots > 6
8: Protoss Zealots > 1
9: Protoss Zealots > 5
10: Protoss Zealots > 2
11: Protoss Zealots > 5
12: Protoss Air Score > 2
13: Protoss Air Score > 7

Code: Select all

// Protoss Air Score
result = ProtossDragoons + ProtossScouts

// Zerg Ground Score
result = ZergHydralisks + ZergSunkenColonies * 2

// Zerg Air Score
result = ZergHydralisks + ZergMutalisks + ZergSporeColonies * 2

// Terran Infantry Score
if (bunkers * 4 <= marines)
   result = marines + bunkers * 4;
else
   result = 2 * marines;


EXAMPLE:
Player scouts the AI with a Drone and is constructing a spawning pool, condition 0 will be met and the AI will jump to the specified block of code.
User avatar
Archon_Wing
Posts: 901
Joined: Wed Jul 25, 2007 11:22 pm

Postby Archon_Wing » Thu Jan 28, 2010 1:46 am

Thanks a lot for decoding it! :)

The ones for terran look pretty useful, especially rush 7, the Protoss are nice for early game and Zerg ones are pretty useless.
dmwright
Posts: 1
Joined: Sun Oct 03, 2010 1:14 pm

Postby dmwright » Sun Oct 03, 2010 2:50 pm

I'm having a bit of trouble with the Call(block) command. I have been trying to use the call command within a multirun command. BUt doesn't like too many nested Calls... Am I missing anything?

The result I got from this script, is 3 Gateways all pumping out Zealots.. And no Cybernetics Core...
Script :

Code: Select all

   # Initialize town, turn automatic pylons off, transports off.
   start_town()
   transports_off()
   farms_notiming()
   
   # Declarations
   define_max(80, Protoss Probe)
   define_max(50, Protoss Zealot)
   define_max(50, Protoss Dragoon)
   define_max(6, Protoss High Templar)
   define_max(20, Protoss Dark Templar)
   define_max(6, Protoss Archon)
   define_max(2, Protoss Dark Archon)
   define_max(1, Protoss Shuttle)
   define_max(3, Protoss Reaver)
   define_max(6, Protoss Observer)
   define_max(30, Protoss Scout)
   define_max(15, Protoss Carrier)
   define_max(4, Protoss Arbiter)
   define_max(4, Protoss Corsair)
   debug(g_MainBuildingStart, Hello world I'm a new born Protoss AI)

#========================= START CODE ===========================
--g_MainBuildingStart--
   
   farms_timing()
   
   build(8, Protoss Probe, 150)
   wait_buildstart(8, Protoss Probe)
   build(1, Protoss Assimilator, 80)
   player_need(4, Protoss Pylon)
   wait_build(4, Protoss Pylon)
   build(3, Protoss Gateway,150)
   wait(2000)

   debug(e_blah, Observers Begin!)
    --e_blah--
   multirun(getObservers1) # Thread #
   
   wait(2000)
   
   debug(s_blah, end of main loop!)
    --s_blah--
   
goto(finalLoop)

#============================= END START =======================

#=========== UNIT MULTIPLES ==========================   
--getObservers1--
   call(getObservers) #Method to setup buildings ready for Observer
   train(1, Protoss Observer)
stop()


#================== Final Loops ==============================
--finalLoop--
   debug(s_MainStep1, I'm in a loop)
    --s_MainStep1--
    multirun(getObservers1)
    wait(3000)
goto(finalLoop)

#======================== LIBRARY =======================

#Units
#===============================
--getProbes--
   debug(s_probe, getProbes Method called!)
    --s_probe--
   player_need(1, Protoss Nexus)
   wait_build(1, Protoss Nexus)
   debug(e_probe, Finished with getProbes)
    --e_probe--
return()

--getZealots--
   debug(s_zealot, Entered getZealots)
    --s_zealot--   
   call(getProbes)
   player_need(1, Protoss Pylon)
   wait_build(1, Protoss Pylon)
   player_need(1, Protoss Gateway)
   wait_build(1, Protoss Gateway)
   debug(e_zealot, Finish getZealots)
    --e_zealot--
return()

--getDragoons--
   debug(s_Dragoons, Entered getDragoons)
    --s_Dragoons--
   call(getZealots)
   player_need(1, Protoss Cybernetics Core)
   wait_build(1, Protoss Cybernetics Core)
   debug(e_Dragoons, Finish Dragoons)
    --e_Dragoons--
return()

--getShuttles--
   debug(s_Shuttles, Entered getShuttles)
    --s_Shuttles--
   call(getDragoons)
   player_need(3, Protoss Pylon)
   wait_build(3, Protoss Pylon)
   player_need(1, Protoss Robotics Facility)
   wait_build(1, Protoss Robotics Facility)
   debug(e_Shuttles, Finish Shuttles)
    --e_Shuttles--
return()

--getObservers--
   debug(s_Observers, Entered getObservers)
    --s_Observers--
   call(getShuttles)
   player_need(1, Protoss Observatory)
   wait_build(1, Protoss Observatory)
   debug(e_Observers, Finish getObservers)
    --e_Observers--
return()
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Wed Dec 01, 2010 7:04 am

more info, dunno if it's been posted already:

region_size - full details still unknown

Code: Select all

BYTE size; // in tiles
WORD offset; // jump to if condition matches


player_need - same as build, but sets a flag and uses priority 80

creep - enables a flag if the value == 4, otherwise disables it

guard_all - assigns every owned unit to guard the base
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Wed Dec 22, 2010 5:27 pm

Info on prep_down:

Code: Select all

u8   saveCount;
u8   minCount;
u16 unitType;


prep_down is exactly the same as attack_add with one major difference.
prep_down will calculate the difference from its current unit count(including incomplete units) and send those units instead.

So for example:

Code: Select all

prep_down 6 2 marine

If we have 24 marines, then it will keep 6 and send the rest (18) to attack the enemy.
If we have 7 marines, then it will keep 5 and send 2 marines to attack the enemy, because 2 is the specified minimum.

I don't understand the meaning of prep_down (prepare something?) though.


It kills all the threads that have reached a killable command before the execution of kill_thread.

I can confirm this in my findings.


region_size - has to do with the tile count of neighboring regions in a certain radius, might be to find if the computer's "build space" is large enough or not, and if not then jump in block X. Will need to test to prove this.

EDIT: Also updated the first post. Please test and verify as many previously-unknown commands as you can.

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