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Messages - DarkZeros

#31
AI Scripts / Re: Star IAI v1.0 (Protoss Only)
March 09, 2010, 09:40:03 AM
I changed my mind. Well i'm not leaving the proyect(i love AI and coding :P). But i won't have time to code it day and night.

Some advance: Replay FFA v6.1 vs IAI

Hopefully, in some days I have a reactive AI with more openings.
#32
I know turd doesn't like my code, but really this is working great for chronoboost:
http://pastebin.com/9gsFwQ4U
#33
AI Development / Re: Chrono Boost working
March 08, 2010, 01:23:33 PM
This one: http://pastebin.com/Rg5etGhY

With all the code done (no //TODO parts :P). Working better since it uses c_inProductionOnly.
#34
It will cast in the first building that finds. Thats usually good, because that is the building that usually gets first unit in queue. If there are 2 gateways, it will cast to both.
#35
AI Development / Re: Chrono Boost working
March 08, 2010, 12:37:30 PM
That will be the best solution, but we don't have a call to check that.

Instead, I check if there is any unit in production, is not 100% efective, but at least is working quite fine.
#36
Turd, did you at least take note of my Chrono boost code?

http://pastebin.com/XzMtgdEs

That DOES a difference. And you should not call chrono before the 1st pylon in completed. Doen't matter the opening, thats not good... :S
#37
Turd. I think your AI lacks of vespene control, so it always uses 6 probes even if the minerals are 0, and vespene 2k. You could pick the one in my AI is working really good atm.

Quotestatic int IAI_ProbesVespeneMax = 3;
static int IAI_ProbesVespeneMin = 1;

    j = 0;
    while ( j <= 32 )
    {
        if (AIGetTownState(player, j ) == c_townStateEstablished)
        {
            //DebugAI("Town"+IntToString(j)+"  "+IntToString(AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly )));
            if (PlayerGetPropertyInt(player, c_playerPropVespene) < FixedToInt(PlayerGetPropertyInt(player, c_playerPropMinerals)/2))
            {
                AISetGasPeonCountOverride(player, j, IAI_ProbesVespeneMax*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));
            }
            else if (PlayerGetPropertyInt(player, c_playerPropVespene) < FixedToInt(PlayerGetPropertyInt(player, c_playerPropMinerals)/1.5))
            {
                AISetGasPeonCountOverride(player, j, 2*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));
            }
            else    {AISetGasPeonCountOverride(player, j, IAI_ProbesVespeneMin*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));}
        }
        j = j + 1;
    }
#38
You could always get the player number, and then use the normal AI natives to get info about the enemy (example AITechCount(enemy_player)), but that would be a cheating AI don't you think ;P
#39
AI Development / Re: Chrono Boost working
March 08, 2010, 10:11:02 AM
These are the chrono boost funcs i'm using right now. I build them myself, looking at your code.

http://pastebin.com/XzMtgdEs

ChronoBoost(int player, int CTown, string aliasUnitType, string type)
This one to cast chrono boost to a specific building (that does NOT have already crono efect). It will cast from the nexus in town CTown.

ChronoBoostPriority(int player, int CTown)
This will cast cronoboost to the structures that are producing something. With some priorities (first Nexus, then gateway, ...). It will cast from the nexus in town CTown.

ChronoBoostRun(int player)
Same as above but cast from all the nexus.
#40
unit: The unit that will "cast" smt
order: The order to cast, it includes (inside, so maybe is a struct or smt):
- the casting ability
- the target (unit or position in the map)
marker: probably nothing, because the only define in the code is "c_nomaker"
#41
AI Scripts / Star IAI v1.0 (Protoss Only)
March 07, 2010, 06:36:10 PM
This is the last version, i won't continue the proyect.  :'(
I'm sry but i have no time for this. I wish good luck to the other AI proyects.

Changelog:
Quote
- Fixed Vespene gathering.
- Added ChronoBoost (thanks Aeg1s), with some mooded things. (It will cast chronoboost to production buildings, when they produce smt)
- Expands faster.
- More agresive
- Changed the unit production
- Completed all the researchs  (in late/end game)
- Small changes to all parts of the AI, to adapt to the chrono boost.

Hope you like it, bye!
----------------------------
DOWNLOAD: http://www.multiupload.com/9V8Q1G13DD

HOW TO INSTALL: Extract to: /Starcraft II beta/TriggerLibs/*.galaxy
#42
Update soon (today).

ATM in the test matches (FFA 1vs1vs1vs1) is winning all the times, vs turds 6.0, in no cheating mode.
#43
AI Development / Re: AI Script Editing Tool
March 07, 2010, 07:51:09 AM
The tool seems interesting. But there is an easyer way to edit the galaxy files without opening the MPQ.

I place the files in /SC2_DIR/TriggerLibs/  when the game needs a file, first searcher its main dir. So, no need to put the files inside the MPQ.
#44
TimeWarp? Thats why i did't see it in the list :P
Ok, it will be added, in v0.6
#45
I don't know how hard it to enable chronoboost.
I looked in the RequirementAI, and it is not listed as an ability, so... maube is not coded into the AI.

About blocking... maybe its posible, but i dunno.