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