Search found 86 matches

by matefkr
Sat Aug 02, 2008 10:47 am
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyMS v1.2.1
Replies: 141
Views: 96054

[quote name='poiuy_qwert' post='4881' date='Aug 2 2008, 05:50 AM'][quote name='matefkr' post='4871' date='Aug 1 2008, 03:12 PM']BTW, is there a feature (if not then could you add) to be able to insert hex (or decimal) numbers into iscripts, and-or aiscripts (so actuall numbers not code aliasses and ...
by matefkr
Sat Aug 02, 2008 2:47 am
Forum: StarCraft Modding
Topic: AI Fusion Revival
Replies: 60
Views: 11274

why don't you just add new section to the exe, or use an mpqdraft plugin or sort of?
by matefkr
Fri Aug 01, 2008 8:23 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyMS v1.2.1
Replies: 141
Views: 96054

Bug in PyDAT: the unit attack move ai displayed as die, but if i click on it, it will show the correct option for the unit. however, if i click on another unit, it will show the one which was on the previous unit. If here i click on that dropdownlist again, it will show the correct option again. so ...
by matefkr
Fri Aug 01, 2008 7:12 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyMS v1.2.1
Replies: 141
Views: 96054

very nice!

BTW, is there a feature (if not then could you add) to be able to insert hex (or decimal) numbers into iscripts, and-or aiscripts (so actuall numbers not code aliasses and all)?
by matefkr
Fri Aug 01, 2008 6:39 pm
Forum: StarCraft Modding
Topic: AI Fusion Revival
Replies: 60
Views: 11274

k i see now (for 1.15.1 it is 4d8090h). Btw, did you manage to extend switch_table? i think you had just some minor mistake since i could do it, so it is possible (i've just tried it with iscript interpreter: increased the value which is compared against the actually checked opcode, replaced the dir...
by matefkr
Thu Jul 31, 2008 9:38 pm
Forum: StarCraft Modding
Topic: AI Fusion Revival
Replies: 60
Views: 11274

[quote name='The Nomad' post='4858' date='Jul 31 2008, 08:29 AM']".. 2. add new code in iScript" ".. Imagine you have 3 iScript headers: one is used if the enemy is Zerg, the second is used if the enemy is Protoss and the third for terrans."[/quote] Did you mean adding iscript in...
by matefkr
Wed Jul 30, 2008 11:11 pm
Forum: StarCraft Modding
Topic: AI Fusion Revival
Replies: 60
Views: 11274

[quote name='The Nomad' post='4851' date='Jul 30 2008, 05:21 PM']..So I assume that is what you were missing. As for adding new ones, well, not that easy... adding new cases for switches is pretty impossible (to my knowledge, I'm not quite the asm expert), but several tries failed. " "...A...
by matefkr
Sat Jul 19, 2008 6:18 pm
Forum: StarCraft Modding
Topic: R.A.W.R Plugin System
Replies: 16
Views: 3606

Works.
by matefkr
Tue Jul 15, 2008 10:14 pm
Forum: StarCraft Modding
Topic: R.A.W.R Plugin System
Replies: 16
Views: 3606

what do it run with accordance, if not with trigger runs (as you said)? so how will it work (in more precise meanings).
by matefkr
Sun Jul 13, 2008 1:09 pm
Forum: StarCraft Modding
Topic: R.A.W.R Plugin System
Replies: 16
Views: 3606

Will that be a general purpose something? And why kill the unit?

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