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Messages - p-On:E

#1
AI Development / Re: Trigger Scripting...
February 27, 2010, 08:37:21 PM
wow srsly, you trying to prove something with that?

you put some enemys in the middle, and they attack enemy units, thats still no AI.

in fact now the AI seems to work more or less, i still would think scripting could make it way better, because youre able to let them expand and stuff..

found these .galaxy ai files, arent they simply editable and improvable to make them more gressive, use larger forces and stuff?
#2
AI Development / Trigger Scripting...
February 27, 2010, 12:14:53 PM
Hey everyone..

some questions related to these trigger stuffs.. i posted this one in the tutorial thread, but just wanna get some infos on it, so i decided to create an own thread for it.

built up on infos from the AI tutorial thread, its actually kinda possible to create triggers for maps - correct?

you can spawn units based on coordinates, you can even create 3 different enemys if its true what i read.

the question now is, what is for real possible?

is it anyhow possible to create a custom Location? (like in a map editor, you create a location and use a trigger on it)
what kind of triggers are usable, and do they really work?

would it with much optimism be possible, to script a selfmade AI?

i thought about using triggers, that work like...
"build unit X in building Y"
"after X units are created start timer"
"if timer < 0 do attack move to location X"

could that be possible?

if yes, anyone knows how to script an location?

i mean in an mapping tool you just drag a location, resize it, and its there.. but how to manually script it?
#3
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 10:32:21 AM
uhm guys, a question...

we have the triggers, and were able to edit them, right?
were able to spawn units, theoretically set up a base for the "braindead-AI" and have some fun.

so if were able to make some trigger stuff etc, arent were able to create locations and let some triggers do the action, like "attackmove -> all units on location A -> to Location B"?

that with some timeed triggers would make it possible to script the own AI.. kinda..

is this possible?

and is there any way to find out the coordinates for the grid to place units and buildings properly?
#4
Starcraft II Beta / Re: Collaboration for a new member
February 20, 2010, 08:49:36 PM
hey everyone..

first of all im new here too, and i also wanna do something to help.
my programming skills are just basic, so i cant compete with the big guys, but if there is trivial work to do, searching for specific things in some code or something like that, just tell me.

also im in the irc channel under the nickname "howligH", just qry if there is some work to do.

Quote from: Laer07 on February 20, 2010, 07:43:03 PM
The popular opinion seems to be that starcraft 2 is looking at the Bnet servers for the map files. If that is the case, it wouldn't matter where we put our map files, it still wouldn't find it.


so its not 100% sure that this works like mentioned?

what about using stuff like wireshark (programs working like that, dont know if that would be possible with wireshark).. probably you can filter out some network stuff while using an beta-able battlnet account and opening a game...?

if it gets the maps from the server, there should be some infos..?

but im sure the devĀ“s already did smth like that :S