Any updates? release? I've been checking this thread like every hour.
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void CommandQueen(int player, int CTown, string StructHatch){
order ord;
point OTarg;
unit Queen;
unit nearbyHatch;
region r;
nearbyHatch = AIGrabUnit(player, StructHatch, c_prioScriptControlled, AIGetTownLocation (player, CTown));
Queen = AIGrabUnit(player, c_ZU_Queen, c_prioScriptControlled, AIGetTownLocation (player, CTown));
r = RegionCircle(UnitGetPosition(nearbyHatch), IntToFixed(20));
//OTarg = UnitGetPosition(nearbyHatch);
OTarg = AIGetTownLocation (player, CTown); //AIRandomSpawnPoint (player, r, 500, 1000, 3);
ord = AICreateOrder(player, c_AB_Move, 0);
OrderSetTargetPoint(ord, OTarg);
if (UnitOrderIsValid(Queen, ord)) {
AICast(Queen, ord, c_noMarker, c_castHold);
}
else {}
}
Quote
time = AIGetTime();
Itime = FixedToInt(time);
minutes = 0;
while (Itime >= 60) {
Itime = Itime - 60;
minutes = minutes + 1;
}
msgTime = IntToString(Itime);
minutesTime = IntToString(minutes);
UIDisplayMessage(PlayerGroupAll(), 2, StringToText("Time Elapsed: " + minutesTime + ":" + msgTime));
Quote
if ( (TotalUnit(c_ZB_Spire, player) == 1) && //military manager muta prototype
(TotalUnit(c_ZU_Drone, player) >= 14) &&
(FreeFood(player) >= 4) &&
(AIHasRes(player, 100,100)) &&
(HowManyCanWeProduce(c_ZU_Mutalisk, 1, player) >= 1)){ //&&
//(CBlockStatus != "InProgress") ) {
QInUnitPB(c_ZU_Mutalisk, 1, MaxUnitFreeFood(c_ZU_Mutalisk, 2,player) , c_townOne);
if(AIGetBuildingCountInTown (player, c_townTwo, c_ZB_Hatchery_Alias, c_techCountCompleteOnly) >=1 ) {
QInUnitPB(c_ZU_Mutalisk, 1, MaxUnitFreeFood(c_ZU_Mutalisk, 2,player) , c_townTwo);
}
}
Quote
void CommandQueen(int player, int CTown, string StructHatch){
order ord;
point OTarg;
unit Queen;
unit nearbyHatch;
region r;
nearbyHatch = AIGrabUnit(player, StructHatch, c_prioScriptControlled, AIGetTownLocation (player, CTown));
Queen = AIGrabUnit(player, c_ZU_Queen, c_prioScriptControlled, AIGetTownLocation (player, CTown));
r = RegionCircle(UnitGetPosition(nearbyHatch), 4);
//OTarg = UnitGetPosition(nearbyHatch);
OTarg = AIRandomSpawnPoint (player, r, 50, 100, 3);
ord = AICreateOrder(player, c_AB_Move, 0);
OrderSetTargetPoint(ord, OTarg);
if (UnitOrderIsValid(Queen, ord)) {
AICast(Queen, ord, c_noMarker, c_castHold);
}
else {}
}
Quote
if (loopTimer < 20 && loopTimer > 10 ) { //queen management prototype
CommandOvie(player, c_townOne);
CommandQueen(player, c_townOne, c_ZB_Lair);
CommandQueen(player, c_townOne, c_ZB_Hatchery);
}
if (loopTimer < 10) { //queen management
CommandOvie(player, c_townTwo);
CommandQueen(player, c_townOne,c_ZB_Lair);
}
if (loopTimer < 1) {
loopTimer = 20;
}