Re: Teamliquid to create "Pro Mod"
Quote:
Originally Posted by
FoxSpirit
We already have custom AIs going round the net and AI modded maps, those things sound completely believable.
And yeah, completely fell for it thanks to TL's reputation :eek:
Yes, but the fact that they used MPQs that can already be opened, and the AIs are text files with source code inside them helped a lot to do that. Something like changing unit attacks, disabling mechanics like Rally-mine, etc, would be more difficult to accomplish.
Take a look, this is the file "Protoss.galaxy", it's interesting as it lists unit counters:
Code:
//==================================================================================================
// Protoss Melee AI
//==================================================================================================
include "TriggerLibs/Protoss0"
//--------------------------------------------------------------------------------------------------
// Counter-Attack Units
//--------------------------------------------------------------------------------------------------
static void InitCounters (int player) {
//xxx lots of old data -- needs to be totally redone
// versus Protoss
AICounterUnit(player, c_PB_PhotonCannon, 0.40, c_PU_Immortal );
AICounterUnit(player, c_PU_Zealot, 1.00, c_PU_Zealot );
AICounterUnit(player, c_PU_Stalker, 1.00, c_PU_Zealot );
AICounterUnit(player, c_PU_Immortal, 2.00, c_PU_Zealot );
AICounterUnit(player, c_PU_Disruptor, 0.75, c_PU_Zealot );
AICounterUnit(player, c_PU_HighTemplar, 1.00, c_PU_Stalker );
AICounterUnit(player, c_PU_DarkTemplar, 2.00, c_PU_Zealot );
AICounterUnit(player, c_PU_Archon, 1.00, c_PU_Immortal );
AICounterUnit(player, c_PU_Colossus, 1.00, c_PU_Immortal );
AICounterUnit(player, c_PU_VoidRay, 1.50, c_PU_Phoenix );
AICounterUnit(player, c_PU_Phoenix, 0.40, c_PU_Carrier );
AICounterUnit(player, c_PU_Carrier, 1.67, c_PU_VoidRay );
// versus Terran
AICounterUnit(player, c_TB_Bunker, 0.40, c_PU_Immortal );
AICounterUnit(player, c_TU_Marine, 0.50, c_PU_Zealot );
AICounterUnit(player, c_TU_Reaper, 1.00, c_PU_Zealot );
AICounterUnit(player, c_TU_Marauder, 1.00, c_PU_Zealot );
AICounterUnit(player, c_TU_Ghost, 1.00, c_PU_Stalker );
AICounterUnit(player, c_TU_Hellion, 0.25, c_PU_Immortal );
AICounterUnit(player, c_TU_SiegeTank_Alias, 2.00, c_PU_Zealot );
AICounterUnit(player, c_TU_Thor, 3.00, c_PU_Zealot );
AICounterUnit(player, c_TU_Viking_Alias, 1.00, c_PU_Zealot );
AICounterUnit(player, c_TU_Viking_Alias, 0.50, c_PU_Phoenix );
AICounterUnit(player, c_TU_Banshee, 0.50, c_PU_Phoenix );
AICounterUnit(player, c_TU_BattlecruiserClass, 2.00, c_PU_VoidRay );
// versus Zerg
AICounterUnit(player, c_ZB_SpineCrawler, 0.33, c_PU_Immortal );
AICounterUnit(player, c_ZU_Zergling, 0.25, c_PU_Zealot );
AICounterUnit(player, c_ZU_Roach, 0.80, c_PU_Stalker );
AICounterUnit(player, c_ZU_Hydralisk, 0.50, c_PU_Stalker );
AICounterUnit(player, c_ZU_Lurker, 1.00, c_PU_Immortal );
AICounterUnit(player, c_ZU_Infestor, 0.50, c_PU_Stalker );
AICounterUnit(player, c_ZU_Ultralisk, 1.00, c_PU_Stalker );
AICounterUnit(player, c_ZU_Mutalisk, 0.80, c_PU_Stalker );
AICounterUnit(player, c_ZU_Corruptor, 0.50, c_PU_Stalker );
AICounterUnit(player, c_ZU_BroodLord, 0.50, c_PU_Phoenix );
}
That's probably counter Zealot with 1 Zealot, Stalker with 1 Zealot, Immortal with 2 Zealots, etc. A lot of T1 units as counters.
Still, it says "xxx lots of old data -- needs to be totally redone", so don't take this too seriously.
It's the unofficial AI, but i don't know if that file in particular is original or not.
Re: Teamliquid to create "Pro Mod"
Nice one, Archer. I'd say no comment, but this is so wrong it's rather funny.
Re: Teamliquid to create "Pro Mod"
That's for the AI, but the script isn't using that yet. When you call one function there, that initialization thingy will make the function return a count. That's something that sort of sets some variables for some hidden native to process somewhere.
btw, I almost believed the OP but then...
Quote:
Terrible terrible damage.
-Dustin Browder
KaBoom, baby!
edit: Oh yeah, editing the abilities like rally-mine may only take some xml editing. Don't know, but seems quite possible. I believe it's found in the GameData\Abil.xml
Re: Teamliquid to create "Pro Mod"
Quote:
Originally Posted by
pure.Wasted
Hey Jab what was your avvie before Obama? I find I associate people more strongly with their avatar than with their account names, so when someone changes theirs it's always a bit weird.
My avvie was a Hydralisk. But I am JabberWookie and I approve this message.
Re: Teamliquid to create "Pro Mod"
I was asking myself if this was an april fools joke while I read it, but still, I wasn't sure if it was a joke or not. I half-thought it was serious, until I read "Terrible terrible damage. -Dustin Browder" ^_^
Re: Teamliquid to create "Pro Mod"
Well played good sirs... I might have fallen for it if I read this thread the other day. haha