Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kernel64

#121
Cool.

I'm currently needing a function that returns the free available food supply with two conditions:

Now -- the number of free resource from hatch/lair/Hive + ovies already completed.
Soon -- Now + number of ovies in queue or already in production.

I'm using this to test a script that will only spawn lings when necessary, and depending on the number of what target it needs to counter and the counter value for ling vs that specific target in question.

Also, one question, will two while blocks run simultaneously?

Say,

while(A) {
   do(x)...
}
while(!B) {
   do(y)...
}

Will do(x) and do(y) run simultaneously?
#122
I remembered this:

Q: Can the editor...
A: --yes it can.

:)
#123
AI Development / Re: Improved combat AI
March 09, 2010, 05:29:41 AM
Awesome, hd! I'll focus on my stuff, and contribute everything to you guys. This is great progress.
#124
AI Development / Re: AI Ability Usage xmls
March 09, 2010, 05:28:22 AM
Nice. With all of these progress, we all will have a much better AI experience.

Does this mean that if we can create new buffs for units/structures?
#125
AI Development / Re: Idea for multiple AIs
March 08, 2010, 04:16:04 PM
I've had bugs where three AIs of the same race had to drop one of them. This happened in Metalpolis. I'm not sure though if metalpolis supports six players, but in the case of other AI's, everything was fine.

At max, only 5 ai's were working, and some of them had delays in executing certain script lines. This could be due the fact that battle was raging all over.
#126
Moving the code to Mapster.
#127
AI Development / Re: Map Disassembling + tutorial
March 08, 2010, 03:55:27 PM
Any way I can change the game speed manually?

I'm having trouble using that launcher, and I've had some serious errors with past launchers. I'm going manual hexing on making match specific maps.

Where's the Hex for game speed?
#128
Exactly. That's what I'm trying to accomplish as well. I'm going to give away what I have, it's not much though. Just so we can all then have the best AI for practice before the beta is over. :D
#129
That should do, I guess.

If there's more cooler ones, please post. I'll be making another post for the BOs and counters in a few. And also the logic I had been thinking of for the AI.

Edit:

Does Grab include structures currently under construction? How about AIKnownUnitCount?
#130
AI Development / How to Grab and Count Enemy Units?
March 08, 2010, 01:00:10 PM
I've seen a code somewhere within the Zerg one that grabbed units and counted them. It was for the overseer I guess. There was also one that counted ground and air.

How do I grab all enemy units, then filter them out one by one:
zealots for zealots, stalkers, colossuses, etc.

Or is it better to just count each one by making grabs for each? I don't want to use the Count enemy units one, as that is good for the AI that has default vision off.

You guys have a function for this already? I'm focusing on studying actual build orders now, and I'll share them all as soon as I get something solid. All with counters and race specifics.



#131
AI Development / Re: Chrono Boost working
March 08, 2010, 12:54:20 PM
Indeed. I'm loving the way your function works. At least through it, we can call CB at calculated moments within the script. Much better than the automated Nexus think.
#132
Great stuff so far guys. Mostly vague, but will still work. I'll try the details on this one, and yes, incorporate all sc1 strats.

Some of them are shifted over though, and I'm frequently watching high level sc2 play to get some ideas on what the AI should do.

Post more, I'm reading them all, no matter how long they are.

It would also make things faster if you specify what you are expecting from a human opponent as you go through your builds and strats. What race this strat is most effective, etc.
#133
Awesome. Thanks. I'll try these out.
#134
AI Development / Re: Chrono Boost working
March 08, 2010, 11:17:46 AM
Cool. I hope we can finally find that function which checks if a specific structure is actually doing something and what.

Like for example,

Gateway:

Does it have 1 queued zealot in it? Cast CB.

Does it have 2 stalkers queued, and we're not researching ground weapons, and we have < 26 energy, and we have only 1 nexus, and our priority is research? CB forge that is researching ground weapons. Not the shield one.
#135
Nah, I think the AI needs to cheat since it has no memory like humans have. We actually become cheaters when we get the gameplay down like in SCBW.

We always know what to expect, where things are, what things are likely to be, because of experience. The AI doesn't have this, so having it cheat balances things out.

Besides, the AI has very limited micro control.

HD, thanks again. I'll try it all over again. Actually, I had difficulty set for the vision to false. This means the AI should see.

It triggered sometime when I had a significantly larger base than it has: 1 hatch + 6 drones vs my 3 pylons + 14 probes.  ???