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Messages - 2g4u

#61
General Discussion / Re: So...any update on multiplayer?
February 28, 2010, 06:48:50 PM
It will take some time having in mind that the whole concept of Battle.Net 2 is new even to Blizzard.

It will be a shot in the dark but I think that we will be able able to play P2P in around 2 weeks. As for full b.net emulation with match system, ranks, ratings, etc it will take 2-3 months, nothing is impossible, it just takes time.
#62
AI Discussion / Re: DISCUSS AI v 4.0
February 28, 2010, 06:42:43 PM
If you play defensively a.k.a tech and use last tier units they have no chance.

Still some good mid game attacks. I also suffered a defeat(my first from not cheating AI) in ZvZ when I spammed lings+banelings and I was harassing from the begging of the game, instead of making a 50-60 limit of banelings with a control lings.
#64
AI Discussion / Re: Good Non-cheating AI?
February 28, 2010, 03:01:46 PM
Check out http://botdev.org/doku.php version 4 is there, it also the unsupported version has the same AI, but cheating if you prefer it this way. Btw its really stupid calling it unsupported cause it leads to confusion. To clarify - the devs are calling it Unsupported because they won't answer to any PMs, IRC queries about it. It still means that you can play it, its SUPPORTED by the game!
#65
AI Development / Re: Starcraft 2 functions/libraries here
February 28, 2010, 09:02:14 AM
What about the protoss one ?
#66
Site News / Re: SC II makeover
February 28, 2010, 07:24:30 AM
Make a section and forum rules. Assign some moderators to enforce those rules. GG
#67
Not enough Pylons / Re: Need help
February 28, 2010, 07:19:00 AM
Select Ignore.

Btw after today update, Kaspersky no longer detects lazylaunch.exe as trojan, its now marked as FALSE positive.

And this topic should be posted in the "Not enough pylons"(The help section).
#68
AI Scripts / Re: Enhanced AI Patch for ZERG
February 28, 2010, 07:05:00 AM
Terran cheating AI is easy, but this one offers some challenge(the first AI to beat me :D). Can't wait for the toss one.
#69
AI Scripts / Re: Enhanced AI Patch for ZERG
February 28, 2010, 06:08:38 AM
So we should expect a cheating Protoss AI too, soon ?
#70
AI Scripts / Re: Word is, "d0c" got AI working.
February 27, 2010, 04:57:40 PM
GJ, no matter that the default A.I. lacks all kinds of intelligence its very good job finding how to enable the A.I.
#71
Quote from: redspike474 on February 27, 2010, 01:21:59 PM
good to see some one made use of my tutorial :P
good job!! try expanding on it a little, place some more units, add some fog, remove rain , make it a bit diffrent,

Give me triggers, give me work :) If I can get something working like a timed trigger causing all Player2 units to attack Player1StartLoc it would make the map a lil more fun. Ofc a debugger showing my current ingame cursor coordinates would be precious.
#72
AI Scripts / Re: WE SHALL MAKE OUR OWN AI BLIZZARD.
February 27, 2010, 12:55:44 PM
Lol I never said that I am anywhere close to "unlocking" the AI! And ye my IRC nick is Malsumis and once again playing against AI WON'T come soon or at least not by me! Its just a mass unit spam at the mid of the map :D

Maybe if I can get a trigger to move all the Player2(enemy) units at the player starting location, I can make something more fun like a timed attack by all the troops.
#73
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 10:45:01 AM
Taken from wc3campaigns.net

Here is the full list of types.
DebugString
DebugUnit
DebugInt
DebugFixed
DebugPoint
DebugDump
AISetDifficulty
AIGetDifficulty
AIStart
AIGivingUp
AIGoodGame
AIIsCampaign
AISetAPM
AIGrabUnit
AIState
AISetSpecificState
AISetAllStates
AISetFlag
AIGetFlag
AITechFlag
AIResetUserData
AISetUserString
AIGetUserString
AISetUserInt
AIGetUserInt
AIAddStringInt
AIGetTime
AIGetTotalStartLocs
AIGetGroundStartLocs
AIGetAirStartLocs
AIGetTotalTownLocs
AIGetGroundTownLocs
AIGetAirTownLocs
AIRandomVal
AINewChooseSubState
AISetSubStateChance
AIChooseSubState
AIWantsMultipleTransport
AISetWantsMultipleTransport
AIGetNumMobileTransports
AIGetBestCreepSpot
AIAddDetectionDanger
AIDefaultSuspectDetectionDanger
AIAnyWorkersFleeingNearby
AIGetNumEnemies
AIGetNumAllies
AIPlacementNearbyFindTest
AIAddToExtraScoutGroup
AIOfferNewScout
AIAnyAllyAttacking
AIBestAllyAttackPoint
AIAnyAllyNeedsDefending
AIBestAllyDefendPoint
AIGlobalSuicide
AIUnitGetWave
AIWaveGetUnits
AIGetAllEscorts
AIGetAllEscortsGroup
AIRemoveUnitFromAnyWaves
AIRemoveGroupFromAnyWaves
AIGetUnitsInWavesWithTarget
AIIsScriptControlled
AISetUnitScriptControlled
AISetGroupScriptControlled
AIIsSuicideUnit
AISetUnitSuicide
AISetGroupSuicide
AIIsNotUsableInWaves
AISetUnitNotUsableInWaves
AISetGroupNotUsableInWaves
AISetWantsToUpgrade
AIInitCampaignTowns
AIInitCampaignHarvest
AIDeclareTown
AIGetMainTown
AISetMainTown
AIUpdateMainTown
AIGetTownState
AIGetTownEstablishedTime
AIGetTownLocation
AIGetClosestTown
AIGetNextUnusedTownSlot
AIGetBuildingCountInTown
AIIsTownHarvestRunning
AIHarvest
AIHarvestRate
AIHarvestBonus
AISetGasPeonCountOverride
AIGetCurPeonCount
AIGetMinPeonCount
AIGetMaxPeonCount
AIGetMineralAmountLeft
AIGetGasAmountLeft
AIGetMineralNumSpots
AIGetRawGasNumSpots
AIGetGatherLocation
AIGetGatherDefLocation
AIExpand
AIGetTownThreats
AIGetObstruction
AIHasNearbyOpenExpansion
AIScout
AISetNumScouts
AISetScoutTimes
AIGetNextScoutLoc
AIClearCampaignScout
AIBuild
AITrain
AIResearch
AIMakeAlways
AIMakeOnce
AIClearBuildQueue
AIClearTrainQueue
AIClearResearchQueue
AIHasRes
AITechCount
AITechCountFixupSingle
AITechCountFixupEither
AITechCountFixupInOrder
AIKnownUnitCount
AIResetCounterUnits
AICounterUnit
AICounterUnits
AIGetRallyPoint
AISetPowerBuilding
AISetCreepBuilding
AIClearStock
AIEnableStock
AISetStockEx
AISetStock
AISetStockOpt
AISetStockUnitNext
AISetStockTown
AISetStockExpand
AISetStockExtra
AISetStockFarms
AISetStockPeons
AINewTechStock
AITechStockAdd
AISetStockTechNext
AIDefaultEconomy,'-4ssss4?',0AIDefaultExpansion
AIClearLimitTech
AILimitTech,'-4444444',0AIImportantTech
AILimitStockLarva
AIHasStock
AIHasStockFromTown
AIRemoveStockFromTown
AIDefaultGetObjectType
AIDefaultGetMaker
AIDefaultGetFirstMissingReq
AIDefaultGetFirstUnfinishedReq
AIDefaultGetFullMakeTime
AIGetBaseName
AIGetBuildAtName
AIReqCountAsBuiltObject
AIReqAddSpecialMaker
AISetNukeNukeCastTime
AISetNukeCloakCost
AISetNukeCloakRegenRate
AISetNukeGhost
AISetNukeNukeEffect
AISetNukeCloak
AISetNukeNukeAbilLink
AISetNukeCloakAbilLink
AISetNukeDamage
AISetNukeRadiusClose
AISetNukeRadiusMedium
AISetNukeRadiusFar
AIBaseThink
AIEvalTacticalData
AICast
AICastFlee
AINearbyUnits
AIFindUnits
AISameCommand
AILastAttacker
AILastAttack
AIControlWantsToMove
AIControlForceToMove
AIControlWantsToUnburrow
AIControlWantsToBurrow
AIControlForceUnburrow
AIUnitIsInCombat
AIIsIgnoredByWave
AISetIgnoredByWave
AIGetHomePosition
AIGetCloakedAttacker
AIClearCloakedAttacker
AISawCloakedUnit
AIRandomSpawnPoint
AIBestTargetPoint,'pu4433p34',0AIDefaultCombatPriority
AIFilter
AISetFilterAlliance
AISetFilterMarker
AISetFilterSelf
AISetFilterBits
AISetFilterRange
AISetFilterLife
AISetFilterLifeLost
AISetFilterLifePercent
AISetFilterLifeSortReference
AISetFilterLifeMod
AISetFilterLifePerMarker
AISetFilterShields
AISetFilterEnergy
AISetFilterPlane
AISetFilterCanAttackEnemy
AISetFilterCanAttackAlly
AISetFilterBehaviorCount
AIGetFilterGroup
AIFilterGathering
AIFilterPathable
AIFilterCasters
AICloakEvaluate
AISetTacticalAttackTargetPoint
AISetTacticalAttackTargetUnit
AIUnitGroupGetValidOrder
AIIsFollowingUnit
AIGetPlayerGroup
AINearbyPlaneTest
AIUnitGroupStrength
AIAllyEnemyRatio
AICombatTargetProduction
AICombatTargetDropOffs
AICombatTargetFood
AICombatTargetActiveProduction
AICombatTargetWorkers
AICombatTargetAllyThreats
AICombatTargetSelfThreats
AICombatTargetCurrent
AICombatTargetAir
AICombatTargetMovers
AICombatTargetInjuries
AICombatTargetInAttackRange
AICombatTargetThreats
AICombatTargetHealers
AICombatTargetSiege
AICombatTargetAttackers
AICombatTargetSpecial
AICombatAvoidTimedUnits
AICombatAvoidNonThreats
AICombatAvoidWeakUnits
AICombatAvoidDisabledUnits
AITransportIgnore
AITransportSetPanic
AITransportSetReturn
AIWaveInfoCreate
AIWaveInfo
AIWaveInfoAdd
AIWaveInfoAttack
AIWaveInfoSuicide
AIWaveInfoScout
AIWaveToString
AIWaveToText
AIWaveCreate
AIWaveAddUnit
AIWaveAddUnitPriority
AIWaveRemoveUnit
AIWaveUnitCount
AIWaveDetectorCount
AIWaveSetType
AIWaveState
AIWaveDelete
AIWaveTargetUnit
AIWaveTargetUnitGroup
AIWaveTargetUnitPoint
AIWaveTargetPoint
AIWaveTargetPlayer
AIWaveTargetMelee
AIWaveTargetMeleeHarass
AIWaveTargetMeleeDrop
AIWaveTargetMeleeDefend
AIWaveTargetMerge
AIWaveTargetPatrol
AIWaveTargetEscort
AIWaveTargetEscortNL
AIWaveTargetGatherO
AIWaveTargetGatherD
AIWaveTargetRegion
AIWaveTargetGatherOPoint
AIWaveTargetGatherDPoint
AIWaveTargetGetUnit
AIWaveTargetGetUnitGroup
AIWaveHarassRetreat
AIWaveGetTarget
AIWaveIsInCombat
AIWaveGetTimeInCombat
AIWaveGetTimeSinceCombat
AIWaveGetTimeSinceOrdered
AIWaveGetTimeSinceRetreat
AIDefenseThreat
AIDefenseThreatEval
AIWaveEval
AIWaveEvalRatio
AIUnitAreaEvalRatio
AIEvalRatio
AIEvalSetCustomIndex
AIEvalAllAllied
AIEvalLargestEnemy
AILastWaveEvalStaticRatio
AIWaveTargetAddWaypoint
AIWaveTargetClearWaypoints
AIWaveGet
AIWaveSet
AIWaveType
AIWaveSetUserData
AIWaveGetUserData
AIWaveMerge
AIWaveMergeMelee
WaveLastCreated
AIGetBestTarget
AIFindDropAttackTarget
AILastDropLocation
AILastDropGoal
AIGetNextDropTimeCheck
AISetNextDropTimeCheck
AILastAttackRatio
AILastAttackStartEval
AIAttackWaveAddUnits
AIAttackWaveSend
AIAttackWaveCancel
AIAttackWaveSetGatherPoint
AIAttackWaveUseUnit
AIAttackWaveUseGroup
AIAttackWaveAddEscortUnit
AIAttackWaveAddEscortType
AIAttackWaveSetTargetUnit
AIAttackWaveSetTargetUnitGroup
AIAttackWaveSetTargetUnitPoint
AIAttackWaveSetTargetPoint
AIAttackWaveSetTargetPlayer
AIAttackWaveSetTargetMelee
AIAttackWaveSetTargetMeleeHarass
AIAttackWaveSetTargetMeleeDrop
AIAttackWaveSetTargetMeleeDefend
AIAttackWaveSetTargetMerge
AIAttackWaveSetTargetPatrol
AIAttackWaveSetTargetEscort
AIAttackWaveSetTargetEscortNL
AIAttackWaveSetTargetGatherO
AIAttackWaveSetTargetGatherD
AIAttackWaveSetTargetRegion
AIAttackWaveSetGatherEarlyNoReplace
AIAttackWaveSetKeepAlive
AIAttackWaveAddWaypoint
AIAttackWaveClearWaypoints
AISetMinimumBullyCount
AISetGeneralRebuildCount
AISetSpecificRebuildCount
AISetBullyAttackWavePercent
AINearestTownLimitWaveGather
AINearestTownBullyRebuild
AIToggleBulliesInRegion
AIResetBullyRebuildCountsInRegion
AIClearAllBullies
AIAddBully
AIGetBullyType
CameraGetTarget
CatalogFieldValueGet
IntToFixed
IntToString
FixedToInt
StringToInt
StringToFixed
StringWord
CliffLevel
TriggerAddEventMapInit
TriggerAddEventChatMessage
EventChatMessage
MaxF
AbsI
RandomInt
MarkerCastingUnit
MarkerSetMatchFlag
MarkerSetMismatchFlag
MeleeInitResources
MeleeInitUnits
MeleeInitAI
MeleeInitOptions
AbilityCommand
AbilityCommandGetAbility
Order
OrderGetAbilityCommand
OrderSetPlayer
OrderGetPlayer
OrderGetTargetType
OrderSetTargetPlacement
OrderSetTargetPoint
OrderGetTargetPoint
OrderGetTargetPosition
OrderSetTargetUnit
OrderGetTargetUnit
OrderSetTargetPassenger
PlayerGetPropertyInt
PlayerRace
PlayerDifficulty
PlayerStartLocation
PlayerGetColorIndex
PlayerColorName
PlayerGetAlliance
DifficultyAPM
PlayerGroupAll
Point
PointWithOffset
PointWithOffsetPolar
PointsInRange
AngleBetweenPoints
DistanceBetweenPoints
RegionCircle
RegionRandomPoint
StringEqual
StringToText
TechTreeBehaviorCount
TechTreeUnitCount
TriggerCreate
TriggerDebugOutput
UnitIsAlive
UnitGetType
UnitGetOwner
UnitGetPosition
UnitGetFacing
UnitTestState
UnitGetPropertyInt
UnitGetPropertyFixed
UnitCargoGroup
UnitCargoValue
UnitTestPlane
UnitBehaviorCount
UnitMarkerCount
UnitOrder
UnitOrderCount
UnitOrderHasAbil
UnitOrderIsValid
UnitIsHarvesting
UnitRallyPointTargetCount
UnitRallyPointTargetPoint
UnitWeaponsPlaneTest
UnitTypeTestFlag
UnitTypeTestAttribute
UnitFilter
UnitFilterStr
UnitFilterSetState
UnitGroupCopy
UnitGroupAlliance
UnitGroup
UnitGroupFilter
UnitGroupFilterAlliance
UnitGroupFilterPlane
UnitGroupFilterRegion
UnitGroupFilterThreat
UnitGroupAdd
UnitGroupCount
UnitGroupUnit
UnitGroupTestPlane
UnitGroupNearestUnit
UIDisplayMessage
Wait

And a code sample featuring Point. Both curtesy of MindWorX.
int __stdcall Point(int x, int y)
{
    galaxyPoint *p;
    p = sub_B35410(32);
    if (p)
    {
        sub_AA3160(p, 11, 0); //This is a __thiscall, so it would prolly look like this in normal code: "p->sub_AA3160(11, 0);"
        p->field_0 = &off_137892C;
        p->field_C = 0;
        p->field_10 = 0;
        p->field_14 = 0;
        p->field_18 = 0;
        p->field_1C = 0;
    }
    else
    {
        p = 0;
    }
    p->field_10 = x;
    p->field_14 = y;
    return p->field_8;
}
#74
Quote from: chicodude on February 27, 2010, 09:53:03 AM
So... are they supposed to attack or something? Most of the time I get to steamroll them first before they start owning my ass :P

Nope they are just spawned at the mid, they will never attack you. I don't know how to use triggers to get them moving or attacking.
#75
Its easy to beat the map if you use last fully upgraded last tier units(Battlecruisers, Carries, etc) or AoE abilities like Psi Storm(after all all the units in the middle are not upgraded). If you wanna have fun try beating them with lower tier units.