for the get_oldpeons thing, it only sends them and for me does not rebuild them.
sigh... if only there was a "micro like bisu" command
SCAIEdit III list of commands
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After some experiments with the commands, here is what I found out:
check_transports - also trains a minimum of 2 observers for protoss.
attack_prepare - if there is enough time before an attack_clear command for the attacking party to reach it's destination, the attack will commence even without the attack_do command.
place_guard (unit) (byte) - Place 1 (unit) to guard town for each line of this command. (byte) specifies the guard position: 0 = Start location for the AI/Expansion Town; 1 = Mineral line; 2 = Refinery/Extractor/Assimilator. If there is no Mineral line place_guard (unit) (1) is ignored, if there is no Refinery place_guard (unit) (2) is ignored. Numbers greater than (2) are sent to the Refinery guard position.
Example:
place_guard(medic, 0)
place_guard(medic, 0)
Place 2 medics to guard the AI start location, or if used in an expansion block - the location of the expansion's command center
try_townpoint (byte) (block) - similar to the notowns_jump command, will jump to (block) if the AI does not own (byte) number of expansions. If expansions quota is met, the command is ignored. When used in a loop, some kind of an expansion command is required otherwise try_townpoint malfunctions.
Example:
--loop123--
expand(2, Expand)
wait(5500)
try_townpoint(2, loop123)
build(1, missile_turret, 80)
stop()
The AI will continue to loop until it owns (2) expansions, then it will build (1) missile turret.
allies_watch (byte) (block) - expands at (byte) Player's start location using (block). If (byte) start location is occupied the command is ignored. When the used value equals a player without a placed start location or is 9 or 10, expand location is chosen at a resource source. Chosen location is always the same if no changes are made to the map. If a value greater than 10 is used, the AI expands at the most upper left corner of the map.
Example:
allies_watch(2, Expand)
The AI will expand at player 2's start location if the region is vacant. Random Start locations in StarEdit have no effect on this.
capt_expand - this command has several functions.
(1) Causes almost all owned overlords and observers to patrol the perimeter of the base. Independent of race.
(2) The AI will start training the unit defined first by the defensebuild_gg command until it reaches the define_max value/supply limit runs out/resources run out. Trained unit can be changed using defenseclear_gg. Trained units are placed all around the perimeter of the base.
The same function works with the defensebuild_aa command, but the total produced units are around 8 for terran, 4 for protoss, and none for zerg. Trained units are placed on a wider perimeter than that of defensebuild_gg.
default_min (byte), when (byte) = 0, disables function (2).
Example:
defenseclear_gg
defenseclear_aa
defensebuild_aa(1, valkyrie)
defensebuild_aa(1, wraith)
defensebuild_gg(1, firebat)
defensebuild_gg(1, ghost)
capt_expand()
capt_expand will apply to valkyries and firebats.
default_min (byte) - defines how much standing army (from defenseuse commands) will be placed at expansions. The greater the value, more units will be sent. If (byte) = 0, no army at expansions, will send units only if expansion is under attack.
panic (block) - If AI has not expanded yet and total unmined minerals in the mineral line are less than 7500 will expand using (block). If AI has expanded before, the command triggers everytime there are less than 7500 unmined minerals total in owned bases, or there are less than 2 owned Refineries that are not depleted.
default_build - If AI has more than 600 minerals and 300 gas, it will start training race specific units until it reaches the define_max value/supply limit runs out/resources get lower than 600/300.
Units trained for terran: marine, ghost, siege tank, goliath, wraith, battlecruiser.
Units trained for zerg: hydralisk, mutalisk.
Units trained for protoss: zealot, dragoon, reaver, scout, carrier.
default_build() and defaultbuild_off() can be entered at any time in the script.
check_transports - also trains a minimum of 2 observers for protoss.
attack_prepare - if there is enough time before an attack_clear command for the attacking party to reach it's destination, the attack will commence even without the attack_do command.
place_guard (unit) (byte) - Place 1 (unit) to guard town for each line of this command. (byte) specifies the guard position: 0 = Start location for the AI/Expansion Town; 1 = Mineral line; 2 = Refinery/Extractor/Assimilator. If there is no Mineral line place_guard (unit) (1) is ignored, if there is no Refinery place_guard (unit) (2) is ignored. Numbers greater than (2) are sent to the Refinery guard position.
Example:
place_guard(medic, 0)
place_guard(medic, 0)
Place 2 medics to guard the AI start location, or if used in an expansion block - the location of the expansion's command center
try_townpoint (byte) (block) - similar to the notowns_jump command, will jump to (block) if the AI does not own (byte) number of expansions. If expansions quota is met, the command is ignored. When used in a loop, some kind of an expansion command is required otherwise try_townpoint malfunctions.
Example:
--loop123--
expand(2, Expand)
wait(5500)
try_townpoint(2, loop123)
build(1, missile_turret, 80)
stop()
The AI will continue to loop until it owns (2) expansions, then it will build (1) missile turret.
allies_watch (byte) (block) - expands at (byte) Player's start location using (block). If (byte) start location is occupied the command is ignored. When the used value equals a player without a placed start location or is 9 or 10, expand location is chosen at a resource source. Chosen location is always the same if no changes are made to the map. If a value greater than 10 is used, the AI expands at the most upper left corner of the map.
Example:
allies_watch(2, Expand)
The AI will expand at player 2's start location if the region is vacant. Random Start locations in StarEdit have no effect on this.
capt_expand - this command has several functions.
(1) Causes almost all owned overlords and observers to patrol the perimeter of the base. Independent of race.
(2) The AI will start training the unit defined first by the defensebuild_gg command until it reaches the define_max value/supply limit runs out/resources run out. Trained unit can be changed using defenseclear_gg. Trained units are placed all around the perimeter of the base.
The same function works with the defensebuild_aa command, but the total produced units are around 8 for terran, 4 for protoss, and none for zerg. Trained units are placed on a wider perimeter than that of defensebuild_gg.
default_min (byte), when (byte) = 0, disables function (2).
Example:
defenseclear_gg
defenseclear_aa
defensebuild_aa(1, valkyrie)
defensebuild_aa(1, wraith)
defensebuild_gg(1, firebat)
defensebuild_gg(1, ghost)
capt_expand()
capt_expand will apply to valkyries and firebats.
default_min (byte) - defines how much standing army (from defenseuse commands) will be placed at expansions. The greater the value, more units will be sent. If (byte) = 0, no army at expansions, will send units only if expansion is under attack.
panic (block) - If AI has not expanded yet and total unmined minerals in the mineral line are less than 7500 will expand using (block). If AI has expanded before, the command triggers everytime there are less than 7500 unmined minerals total in owned bases, or there are less than 2 owned Refineries that are not depleted.
default_build - If AI has more than 600 minerals and 300 gas, it will start training race specific units until it reaches the define_max value/supply limit runs out/resources get lower than 600/300.
Units trained for terran: marine, ghost, siege tank, goliath, wraith, battlecruiser.
Units trained for zerg: hydralisk, mutalisk.
Units trained for protoss: zealot, dragoon, reaver, scout, carrier.
default_build() and defaultbuild_off() can be entered at any time in the script.
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