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Messages - Yuna_Q

#1
add some constants for battlecruiser.
#2
AI Help Section / how to get unit's killcount ?
March 06, 2010, 01:55:26 PM

UnitGetPropertyInt(aiUnit, c_unitPropEnergy, c_unitPropCurrent);


its maybe looks like this...
c_unitPropKillCount doesn't work.
#3

const string c_PR_CarrierLaunchSpeedUpgrade = "CarrierLaunchSpeedUpgrade"; //
const string c_TR_MissileTurretRange   = "HiSecAutoTracking";        //
const string c_TR_RavenEnergy           = "RavenCorvidReactor";
const string c_TR_DurableMaterials   = "DurableMaterials"; //
const string c_TR_BattlecruiserEnergy   = "BattlecruiserBehemothReactor";                // BehemothReactor
const string c_TR_WeaponRefit   = "BattlecruiserEnableSpecializations";  //WeaponRefit
const string c_ZR_ChitinousPlating    = "ChitinousPlating";
const string c_ZR_AnabolicSynthesis    = "AnabolicSynthesis";
#4
AI Development / Re: Help With Functions
March 05, 2010, 10:57:33 AM
try this, for counting units.


//native int  AIKnownUnitCount (int player, int testPlayerId, string aliasUnitType)
AIKnownUnitCount(player, player, c_PU_Probe)
#5
AI Development / Re: Code Snippets & Functions
March 05, 2010, 10:11:19 AM
these functions so good!!
thx
#6
AI Development / Re: Map Disassembling
March 05, 2010, 09:13:18 AM
Blackcode, could u make 1vs1 ai observer map  for ai testers  with losttemple or other map?
it's very useful for test ai.
plz
#7
AI Development / Re: Getting the AI to wallin
March 05, 2010, 09:02:04 AM
AIGetDefaultBuildFlags function at buildai.galaxy

Quote
    if (objType == c_TB_Bunker) {
//        return c_makeDefense;
     return c_nearChokePoint;
    }

i was test this , it's good works except south base.
#8
queen related functions at tactzergai.galaxy
#9
Quote from: siman on March 04, 2010, 03:21:17 AM
Thank you. This is really tricky.


Is it a bug at all? since the starport tech lab could built properly. I expect either they all share the same tech lab or all count individually.

only barraks and factory, not starport
#10
AI Development / Researching "HiSecAutoTracking"
March 04, 2010, 05:44:12 AM
At terran research upgrades parts in requirementsai.galaxy

add this


const string c_TR_MissileTurretRange1   = "HiSecAutoTracking";


and, use like this

AISetStock( player, 1, c_TB_EngineeringBay);   
AISetStock( player, 1, c_TR_MissileTurretRange1);
#11
if ai doesnt make factory tech addon ,
check the number of barracks's tech addon
on sc2 buildings can share their addons.
so, if the number of barracks addon is 2 then,
number of factory addon must more than barracks.

wrong coding

AISetStock( player, 2, c_TB_Barracks );
AISetStock( player, 2, c_TB_BarracksTechLab );
AISetStock( player, 2, c_TB_Factory);
AISetStock( player, 2, c_TB_FactoryTechLab);


right coding

AISetStock( player, 2, c_TB_Barracks );
AISetStock( player, 2, c_TB_BarracksTechLab );
AISetStock( player, 2, c_TB_Factory);
AISetStock( player, 4, c_TB_FactoryTechLab);
#12
put below code to function terraninit at terran.galaxy file.

DebugAI("Player "+IntToString(player)+" is "+PlayerRace(player));


and other races too.
#13
AI Help Section / how to repair buildings ?
March 02, 2010, 05:20:03 AM
can't find repair-like function in ai function.

and, how to detect damaged building ?

thx