Tutorial : How to play against ai

Started by redspike474, February 27, 2010, 02:26:50 AM

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redspike474

easy ;p

that command gives you the resources defined in... racedata.xml

edit that file and add it to your maps base.sc2data/gamedata/ folder


example here showing 9999 mineral


<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
    <CRace id="Terr">
        <AttributeId value="Terr"/>
        <LoadingImage value="Assets\Textures\TerranLoad.dds"/>
        <DefeatImage value="Assets\Textures\TerranDefeat.dds"/>
        <VictoryImage value="Assets\Textures\TerranVictory.dds"/>
        <StartingResource index="Minerals" value="9999"/>
        <Flags index="Selectable" value="1"/>
        <StartingUnitArray Unit="CommandCenter"/>
        <StartingUnitArray Count="9" Unit="SCV">
            <Offset value="0,-3"/>
            <Offset value="1,-3"/>
            <Offset value="2,-3"/>
            <Offset value="3,-3"/>
            <Offset value="3,-2"/>
            <Offset value="3,-1"/>
            <Offset value="3,0"/>
            <Offset value="3,1"/>
            <Offset value="3,2"/>
            <Offset value="3,3"/>
            <Offset value="2,3"/>
            <Offset value="1,3"/>
            <Offset value="0,3"/>
            <Offset value="-1,3"/>
            <Offset value="-2,3"/>
            <Offset value="-3,3"/>
            <Offset value="-3,2"/>
            <Offset value="-3,1"/>
            <Offset value="-3,0"/>
            <Offset value="-3,-1"/>
            <Offset value="-3,-2"/>
            <Offset value="-3,-3"/>
            <Offset value="-2,-3"/>
            <Offset value="-1,-3"/>
        </StartingUnitArray>
        <GlossaryTeamColorIndex value="1"/>
    </CRace>
    <CRace id="Prot">
        <AttributeId value="Prot"/>
        <LoadingImage value="Assets\Textures\ProtossLoad.dds"/>
        <DefeatImage value="Assets\Textures\ProtossDefeat.dds"/>
        <VictoryImage value="Assets\Textures\ProtossVictory.dds"/>
        <StartingResource index="Minerals" value="50"/>
        <Flags index="Selectable" value="1"/>
        <StartingUnitArray Unit="Nexus"/>
        <StartingUnitArray Count="6" Unit="Probe">
            <Offset value="0,-3"/>
            <Offset value="1,-3"/>
            <Offset value="2,-3"/>
            <Offset value="3,-3"/>
            <Offset value="3,-2"/>
            <Offset value="3,-1"/>
            <Offset value="3,0"/>
            <Offset value="3,1"/>
            <Offset value="3,2"/>
            <Offset value="3,3"/>
            <Offset value="2,3"/>
            <Offset value="1,3"/>
            <Offset value="0,3"/>
            <Offset value="-1,3"/>
            <Offset value="-2,3"/>
            <Offset value="-3,3"/>
            <Offset value="-3,2"/>
            <Offset value="-3,1"/>
            <Offset value="-3,0"/>
            <Offset value="-3,-1"/>
            <Offset value="-3,-2"/>
            <Offset value="-3,-3"/>
            <Offset value="-2,-3"/>
            <Offset value="-1,-3"/>
        </StartingUnitArray>
        <GlossaryTeamColorIndex value="2"/>
    </CRace>
    <CRace id="Zerg">
        <AttributeId value="Zerg"/>
        <LoadingImage value="Assets\Textures\TerranLoad.dds"/>
        <DefeatImage value="Assets\Textures\ZergDefeat.dds"/>
        <VictoryImage value="Assets\Textures\ZergVictory.dds"/>
        <StartingResource index="Minerals" value="50"/>
        <Flags index="Selectable" value="1"/>
        <StartingUnitArray Unit="Hatchery"/>
        <StartingUnitArray Count="6" Unit="Drone">
            <Offset value="0,-3"/>
            <Offset value="1,-3"/>
            <Offset value="2,-3"/>
            <Offset value="3,-3"/>
            <Offset value="3,-2"/>
            <Offset value="3,-1"/>
            <Offset value="3,0"/>
            <Offset value="3,1"/>
            <Offset value="3,2"/>
            <Offset value="3,3"/>
            <Offset value="2,3"/>
            <Offset value="1,3"/>
            <Offset value="0,3"/>
            <Offset value="-1,3"/>
            <Offset value="-2,3"/>
            <Offset value="-3,3"/>
            <Offset value="-3,2"/>
            <Offset value="-3,1"/>
            <Offset value="-3,0"/>
            <Offset value="-3,-1"/>
            <Offset value="-3,-2"/>
            <Offset value="-3,-3"/>
            <Offset value="-2,-3"/>
            <Offset value="-1,-3"/>
        </StartingUnitArray>
        <StartingUnitArray Unit="Overlord">
            <Offset value="0,-3"/>
            <Offset value="1,-3"/>
            <Offset value="2,-3"/>
            <Offset value="3,-3"/>
            <Offset value="3,-2"/>
            <Offset value="3,-1"/>
            <Offset value="3,0"/>
            <Offset value="3,1"/>
            <Offset value="3,2"/>
            <Offset value="3,3"/>
            <Offset value="2,3"/>
            <Offset value="1,3"/>
            <Offset value="0,3"/>
            <Offset value="-1,3"/>
            <Offset value="-2,3"/>
            <Offset value="-3,3"/>
            <Offset value="-3,2"/>
            <Offset value="-3,1"/>
            <Offset value="-3,0"/>
            <Offset value="-3,-1"/>
            <Offset value="-3,-2"/>
            <Offset value="-3,-3"/>
            <Offset value="-2,-3"/>
            <Offset value="-1,-3"/>
        </StartingUnitArray>
        <GlossaryTeamColorIndex value="4"/>
    </CRace>
</Catalog>



all that meleeinitresources does is load this. i belive.
u can see there is alot u can change , starting units and buildings ect and colours.
you could make it so u start with allready a large army.

cryystyy

thx for the info :)
i think i found some command to add as attributes.i think :-?

//  !!! WARNING !!! This is generated code. Changes made here will be overwritten.
// 
//GENERATED CODE====================================================================================

//  EClassIdCUnit
const int c_classIdCUnit = 0;
const string c_classIdCUnitName = "CUnit";

//  EUnitFlag
const int c_unitFlagBounce = 0;
const int c_unitFlagTurnable = 1;
const int c_unitFlagMovable = 2;
const int c_unitFlagWorker = 3;
const int c_unitFlagCreateVisible = 4;
const int c_unitFlagUnclickable = 5;
const int c_unitFlagUncommandable = 6;
const int c_unitFlagUnhighlightable = 7;
const int c_unitFlagUntooltipable = 8;
const int c_unitFlagUnselectable = 9;
const int c_unitFlagUntargetable = 10;
const int c_unitFlagUncursorable = 11;
const int c_unitFlagHero = 12;
const int c_unitFlagIndividualSubgroups = 13;
const int c_unitFlagNoDraw = 14;
const int c_unitFlagPreventReveal = 15;
const int c_unitFlagPreventDefeat = 16;
const int c_unitFlagPreventDestroy = 17;
const int c_unitFlagDefeatReveal = 18;
const int c_unitFlagUncloakable = 19;
const int c_unitFlagMissile = 20;
const int c_unitFlagUndetectable = 21;
const int c_unitFlagUnradarable = 22;
const int c_unitFlagUseLineOfSight = 23;
const int c_unitFlagPressForwardDisabled = 24;
const int c_unitFlagKillCredit = 25;
const int c_unitFlagTownAlert = 26;
const int c_unitFlagInvulnerable = 27;
const int c_unitFlagDestructible = 28;
const int c_unitFlagCloaked = 29;
const int c_unitFlagBuried = 30;
const int c_unitFlagNoScore = 31;
const int c_unitFlagIgnoreTerrainZInit = 32;
const int c_unitFlagTurnBeforeMove = 33;
const int c_unitFlagAlwaysThreatens = 34;
const int c_unitFlagNoDeathEvent = 35;
const int c_unitFlagNoPortraitTalk = 36;
const int c_unitFlagTownCamera = 37;
const int c_unitFlagAIThreatGround = 38;
const int c_unitFlagAIThreatAir = 39;
const int c_unitFlagAILifetime = 40;
const int c_unitFlagAISiege = 41;
const int c_unitFlagAIDefense = 42;
const int c_unitFlagAICaster = 43;
const int c_unitFlagAISupport = 44;
const int c_unitFlagShowResources = 45;
const int c_unitFlagArmorDisabledWhileConstructing = 46;
const int c_unitFlagPawnable = 47;
const string c_unitFlagBounceName = "Bounce";
const string c_unitFlagTurnableName = "Turnable";
const string c_unitFlagMovableName = "Movable";
const string c_unitFlagWorkerName = "Worker";
const string c_unitFlagCreateVisibleName = "CreateVisible";
const string c_unitFlagUnclickableName = "Unclickable";
const string c_unitFlagUncommandableName = "Uncommandable";
const string c_unitFlagUnhighlightableName = "Unhighlightable";
const string c_unitFlagUntooltipableName = "Untooltipable";
const string c_unitFlagUnselectableName = "Unselectable";
const string c_unitFlagUntargetableName = "Untargetable";
const string c_unitFlagUncursorableName = "Uncursorable";
const string c_unitFlagHeroName = "Hero";
const string c_unitFlagIndividualSubgroupsName = "IndividualSubgroups";
const string c_unitFlagNoDrawName = "NoDraw";
const string c_unitFlagPreventRevealName = "PreventReveal";
const string c_unitFlagPreventDefeatName = "PreventDefeat";
const string c_unitFlagPreventDestroyName = "PreventDestroy";
const string c_unitFlagDefeatRevealName = "DefeatReveal";
const string c_unitFlagUncloakableName = "Uncloakable";
const string c_unitFlagMissileName = "Missile";
const string c_unitFlagUndetectableName = "Undetectable";
const string c_unitFlagUnradarableName = "Unradarable";
const string c_unitFlagUseLineOfSightName = "UseLineOfSight";
const string c_unitFlagPressForwardDisabledName = "PressForwardDisabled";
const string c_unitFlagKillCreditName = "KillCredit";
const string c_unitFlagTownAlertName = "TownAlert";
const string c_unitFlagInvulnerableName = "Invulnerable";
const string c_unitFlagDestructibleName = "Destructible";
const string c_unitFlagCloakedName = "Cloaked";
const string c_unitFlagBuriedName = "Buried";
const string c_unitFlagNoScoreName = "NoScore";
const string c_unitFlagIgnoreTerrainZInitName = "IgnoreTerrainZInit";
const string c_unitFlagTurnBeforeMoveName = "TurnBeforeMove";
const string c_unitFlagAlwaysThreatensName = "AlwaysThreatens";
const string c_unitFlagNoDeathEventName = "NoDeathEvent";
const string c_unitFlagNoPortraitTalkName = "NoPortraitTalk";
const string c_unitFlagTownCameraName = "TownCamera";
const string c_unitFlagAIThreatGroundName = "AIThreatGround";
const string c_unitFlagAIThreatAirName = "AIThreatAir";
const string c_unitFlagAILifetimeName = "AILifetime";
const string c_unitFlagAISiegeName = "AISiege";
const string c_unitFlagAIDefenseName = "AIDefense";
const string c_unitFlagAICasterName = "AICaster";
const string c_unitFlagAISupportName = "AISupport";
const string c_unitFlagShowResourcesName = "ShowResources";
const string c_unitFlagArmorDisabledWhileConstructingName = "ArmorDisabledWhileConstructing";
const string c_unitFlagPawnableName = "Pawnable";

//  EUnitAttribute
const int c_unitAttributeLight = 0;
const int c_unitAttributeArmored = 1;
const int c_unitAttributeBiological = 2;
const int c_unitAttributeMechanical = 3;
const int c_unitAttributeRobotic = 4;
const int c_unitAttributePsionic = 5;
const int c_unitAttributeMassive = 6;
const int c_unitAttributeStructure = 7;
const int c_unitAttributeHover = 8;
const int c_unitAttributeHeroic = 9;
const string c_unitAttributeLightName = "Light";
const string c_unitAttributeArmoredName = "Armored";
const string c_unitAttributeBiologicalName = "Biological";
const string c_unitAttributeMechanicalName = "Mechanical";
const string c_unitAttributeRoboticName = "Robotic";
const string c_unitAttributePsionicName = "Psionic";
const string c_unitAttributeMassiveName = "Massive";
const string c_unitAttributeStructureName = "Structure";
const string c_unitAttributeHoverName = "Hover";
const string c_unitAttributeHeroicName = "Heroic";

//  ECmdFlags
const int c_cmdAlternate = 0;
const int c_cmdQueued = 1;
const int c_cmdPreempt = 2;
const int c_cmdSmartClick = 3;
const int c_cmdSmartRally = 4;
const int c_cmdSubgroup = 5;
const int c_cmdSetAutoCast = 6;
const int c_cmdSetAutoCastOn = 7;
const string c_cmdAlternateName = "Alternate";
const string c_cmdQueuedName = "Queued";
const string c_cmdPreemptName = "Preempt";
const string c_cmdSmartClickName = "SmartClick";
const string c_cmdSmartRallyName = "SmartRally";
const string c_cmdSubgroupName = "Subgroup";
const string c_cmdSetAutoCastName = "SetAutoCast";
const string c_cmdSetAutoCastOnName = "SetAutoCastOn";

MiCrOMaN1

Btw, guys you know the location set (e.g. 148,90) when you move your cursor around in the Starcraft 1 editor, Do you think maybe that the locations are the same? Like maybe if we find out where the location sets are, then maybe we can build an entire base nicely...?


By the way trying hero units and none of them work lol. Just FYI.
Our Greatest Resource is Our Mind ~ Kareem Abdul-Jabbar
Check this: http://img123.exs.cx/img123/4497/gif1.gif

RaTcHeT302

Is possible to make something that registers your coordinates?

Example : You type in the chat "save_cord" and you will it find your last coordinates into a txt. Maybe if possible make the comand work with only the comand center?

cryystyy


redspike474

i suggest we all talk in that irc channel for now, im currently there.

cryystyy

redspike474 i'm in there 2 but i can't se you :|

cryystyy

i see that in racedata.xml the races are defined as <CRace id="Terr"> can't this be implemented in something else to give you with the specific race ? :-?

lovetoby


redspike474

join the chat , i am on there with alot of other people irc rizon -> #sc2maphack

i can answer more questions there

Mangala

#55
Guys, I want to help but I'm new to IRC. How do I join "rizon -> @sc3maphack"?  :'(


Edit: Nevermind, got in!

cd_wizard