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Messages - Kernel64

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16
AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 07, 2010, 05:12:36 PM »
Man, this is awesome!  :thumbsup:

17
AI Development / Re: Making your AI working with patch 10
« on: April 27, 2010, 01:24:41 AM »
ptanhkhoa, that sounds really exciting.

I guess knowing which file gets run first when the melee map trigger initializes the melee AI will help a lot.

I suspect it's the Melee.galaxy?

The next issue would be, the constants, native function parameters, etc?

I'm really glad you guys figured it out.

Cheers!

18
AI Development / Re: Making your AI working with patch 10
« on: April 25, 2010, 11:01:46 AM »
Su, after discovering the changes, did you notice if the AI Engine had changes? Does it still use the same states method? How did you initialize the AI and run the states?

19
AI Development / Re: AI scripts Not Working with Patch 9?
« on: April 24, 2010, 11:53:30 PM »
Strange. Initializing and running a Melee AI from a custom map trigger works without problems.

Somethings up. It's either they changed the map structure, or this has something to do with something else.

Someone should take a look from this angle, since I have zero idea how lazylaunch works.

Custom map trigger has this for melee start:

AIMeleeStart(3); where 3 is the AI player slot.


With the pre patch 9-10 maps:

MeleeInitAI();

20
AI Development / Re: AI scripts Not Working with Patch 9?
« on: April 23, 2010, 09:12:19 AM »
I'm using the LazyLaunch 2.0 and no other gui launchers. Still, I'm getting the error.

I suspect, that AI.galaxy is not being parsed.

21
AI Development / Re: AI scripts Not Working with Patch 9?
« on: April 22, 2010, 11:22:48 PM »
yup, patch 9 breaks AI. Which is a shame, because now we can launch custom maps.

I've already done a clone of Garden Of Aiur, but the launchers go bizerk with player numbers.

I think there were just a few tweaks like the NativesLib in core/base.sc2data will try reinstalling since WinMPQ is not working.

edit:
I'm stuck. There's this error that says Invalid mainstate or something, even with the default AI.

Somehow, I'm also seeing problems when compiling a .galaxy from within the Editor. Not sure if they're both related, or if the editor supports script editing fully yet.

You guys have any luck?

22
AI Development / Re: AI scripts Not Working with Patch 9?
« on: April 22, 2010, 10:51:13 PM »
I'm trying this one:

It seems that the AI stuff within the core.sc2data and all that stuff were updated as well. I'm extracting everything from the patch file and manually putting them together.

I'll report back.

Edit:

Now having problems with ShadowFlare's WinMpQ

23
AI Development / AI scripts Not Working with Patch 9?
« on: April 22, 2010, 10:08:04 PM »
Are you guys having problems with the AI? I can't seem to get them to work.

24
AI Development / Re: Humanik (AI) - Updates, Features & Suggestions
« on: April 22, 2010, 04:55:47 AM »
that's beautiful ptanhkhoa!

25
AI Discussion / Re: HexBox AI Needs Your Strategy
« on: April 21, 2010, 05:12:04 AM »
Quote
Chainaw,Yeah, it is possible. The most apparent work-around is typing   something. As simple as 1,2,3, or Enter, 12, Enter, will then set the AI   to the 12th opening, which then leads to the 12th tier 1.5, and so   forth.

It is a very neat idea, how can you recognize the input text of the player :) ? I think if you can do this you can order the ally AI to do something for us to. For ex : Tell them to Attack what player, focus on producing something or help from them. So it good when playing vs team.

Using TriggerAddEventChatMessage(..). It's kinda tricky, as you might immediately notice, since the input must be done before the first 2 workers get stocked/trained. 2 is arbitrary though, but more likely since most BOs do diverge from there.

You're absolutely right, this could prove very interesting. I assume, should the coming patch with the Galaxy Editor contain a complete AI, we can simply create a menu much like AMAIs for Warcraft 3.

In any case, I'm sure someone will find the most effective way to make this happen.

Very exciting.

26
AI Development / Re: Humanik (AI) - Updates, Features & Suggestions
« on: April 19, 2010, 05:18:49 PM »
Do you remember in warcraft 3 where we could order a structure to do a train, and workers a build? I am pretty sure this is what the guys are doing. They're giving one of the probes a direct build command via choosebesttarget as the point function or they could have their custom function that determines a point given off-sets and such.

Stacking orders in a given unit is possible perhaps since we can check if a unit has an order.

28
AI Scripts / Re: Ghost AI 1.1f and Strategy AI 0.31 updated
« on: April 18, 2010, 12:00:13 AM »
Okay, so if I understand this correctly:

We must use the patch file version in order to watch replays, and cannot do so with just the base.sc2data?

Edit: Attached is the Base.sc2data, just rename it from Base.sc2data.zip to base.sc2data

I have to say, the protoss plays good. This is the semi-cheating one.

29
AI Development / Re: Humanik (AI) - Updates, Features & Suggestions
« on: April 17, 2010, 06:54:00 PM »
I'm confident that it can.

30
AI Development / Re: Humanik (AI) - Updates, Features & Suggestions
« on: April 17, 2010, 11:32:37 AM »
Awesome! Grats.

I suspect that if by some optimization, you guys can actually determine where the ramp is and from there create predefined points as to where structures are to be built.

This could require facing and such along the way.

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