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Messages - Kernel64

#136
Quote from: jenkinsdjtg on March 08, 2010, 10:44:37 AM
im getting this system error.

The program can't start because MSVCR71.dll is missins from your computer.

Same here.
#137
SC2 Tools / Re: Starlauncher v0.3 source code
March 08, 2010, 10:33:34 AM
Is it possible to edit the starting game speed? I hate to press ++ everytime.

Thanks.
#138
Thanks. I needed something that permanently edits the map to specified settings.

I'm missing a .dll though. It's MSVCR71.DLL.

Where can I download the service pack for this bugger?
#139
I'm confused about OrderSetTargetUnit(). But maybe I'm doing something wrong, somewhere else though.

Also, I was trying this one:

Quote
if ((AIGetTime() > 0) && (AIGetTime() < 340) &&
    ( AIKnownUnitCount(player, AIEvalLargestEnemy(player), c_PU_Probe) >= 1)
    ) {
    TriggerDebugOutput(2, StringToText("Enemy is Toss!"), true);
}

Doesn't seem to work. I hate myself.
#140
Oh, thanks so much.

So OrderSetTargetUnit must also receive a unitgroup variable right? Like, AIGrabUnit wont work with it?

Again, this is cool.
#141
How do I test this? I placed everyone's suggested code in Protoss0.galaxy with declarations and then the main code at the bottom of the file.

I always get an empty map.

Anything I'm doing wrong?
#142
AI Development / How does AICast() and Markers work?
March 07, 2010, 03:39:04 PM
native int AICast (unit u, order o, marker m, bool retreat);

is u supposed to be the caster unit?
what is m?

Say, I want to order a caster to cast on another unit, is the caster u and the target marked by m?

I'm confused.
#143
Hey guys, how can I install the client and have it updated to the latest patch without a connection? My other PC has no internet connection. How do I patch it to the latest version?
#144
Hd, this is the gateway only Chronoboost order I have:
Quote
static order ChronoBoostGate (int player, unit aiUnit) {     // gateway boosting
    unitgroup scanGroup;
    int scanCount;
    unit depot;
    order ord;
    aifilter filter;

    ord = AICreateOrder(player, "TimeWarp", 0);

    if (!UnitOrderIsValid(aiUnit, ord)) {
        return null;
    }
   
    scanGroup = AIFindUnits(player, c_PB_Gateway, UnitGetPosition(aiUnit),
                        AIUnitFixed(player, c_PB_Nexus, c_fieldRadius)
                        + AIAbilityFixed(player, "TimeWarp", c_fieldRange0),
                        c_noMaxCount
    );

    filter = AIFilter(player);
    //filter out gates that are not producing
    //filter out gates that have timewarp on them; take only those who have none
    AISetFilterBits(filter, UnitFilterStr(AIAbilityStr(player, "GatewayTrain", c_fieldFilters))); //does nothing?
    AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, "TimeWarpProduction");

    scanGroup = AIGetFilterGroup (filter, scanGroup);
    return AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_backwards);
   
}

My AIThinkNexus will fire a cast with the above as order if there is at least one zealot in production. The problem is, it casts CB on another gateway that is not producing anything.

The above can filter out any gateway that already has CB casted on it. However, I cannot find a way to filter out Gateways that are not producing something.

This:
AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, "TimeWarpProduction");

Includes gateways that have no CB on them. Thus, the filtering.

If we could find the same filter code with the purpose of listing those gateways that are idle, then everything will be a lot better.
#145
You guys have figured this out yet? Checking a structure and what it is doing?

I want to filter out structures that are not producing/researching something. Anyone?
#146
AI Development / Re: Map Disassembling
March 07, 2010, 06:13:14 AM
Oh, thank god. Kblood, that would help much. Where will you be posting them, so I can spam f5 on that thread?
#147
Behavior data are found in BehaviorData.xml Buffs are here too. TimeWarpProduction and TimeWarpResearch are here.

figuring out if this:
        AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, "TimeWarpProduction");

succeeds in filtering out a gateway that already has chrono boost on it.

Edit: Success. If you can remember the code that was for chrono boosting the gate way and it boosted it twice if the nexus had 50 energy or 3x if 75, this one fixes that:

Quote
static order ChronoBoostGate (int player, unit aiUnit) {     // gateway boosting
    unitgroup scanGroup;
    int scanCount;
    unit depot;
    order ord;
    aifilter filter;

    ord = AICreateOrder(player, "TimeWarp", 0);

    if (!UnitOrderIsValid(aiUnit, ord)) {
        return null;
    }
   scanGroup = AIFindUnits(player, c_PB_Gateway, UnitGetPosition(aiUnit),
                        AIUnitFixed(player, c_PB_Nexus, c_fieldRadius)
                        + AIAbilityFixed(player, "TimeWarp", c_fieldRange0),
                        c_noMaxCount
   );

   filter = AIFilter(player);
   AISetFilterBits(filter, UnitFilterStr(AIAbilityStr(player, "TimeWarp", c_fieldTargetFilters)));
   AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, "TimeWarpProduction"); //behavior data xml other: TimeWarpResearch (for research structures like Cybernetics Core, forges, etc.)

   scanGroup = AIGetFilterGroup (filter, scanGroup);
   return AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_backwards);
   
}
[/qoute]

Going to find how to check if a structure is doing something.
#148
AI Development / Re: Idea for AI unit detection...
March 07, 2010, 02:49:34 AM
Quote from: Aeg1s on March 06, 2010, 08:14:47 PM
AIKnownUnitCount(player, enemyPlayer, unitClass); will return the number of enemy units and if you haven't disabled normal vision via: AISetDifficulty(player, c_diffNormalVision, false); then the AI can only see what's in its normal vision range (ie. no cheating and seeing everything on the map).

Does this mean that each time we call AIKnownUnitCount, where seeing everything is off, the AI will only return the count of what it sees?

So, say, the previous second, the ai saw 6 lings. And it retreats. Now, while in the base and no scouts, the AIKnownUnitCount will return 0? This is correct right?
#149
SC2 Tools / Re: StarCraft II Launcher
March 07, 2010, 02:26:28 AM
How do I view replays? I get the map not found thing when viewing a replay of a game played through this.

Is it possible to change the map directory to the cache\00\11?
#150
AI Development / Re: Idea for AI unit detection...
March 06, 2010, 04:05:29 PM
What if we make the script omniscient first, then add in the simulation later? It will check as the script rolls and gets updated of what's on the board all the time.

It should then do what it considers the best set of actions based on some rating.

I'll post the full concept of this later, after some rest.