Hey, thanks for the responses. I'm not trying to make an AI that's 'challenging' according to starcraft battle tactics. I need to observe human reactions to computer input, and the input needs to be able to cover the extremes, including things that would be tactically stupid. :)
I guess I'm just concerned about precise unit selection and point/object selection, attacking specifically selected units, buildings, points, etc (exactly like a human player). I thought about trying to pre-record the computer's test input myself for the various 'behaviors' and use it in a kind of custom 'replay' mode against a human participant, but it didn't look like there was any way to feed the computer player a series of inputs to perform other than via the *actual* replay feature, in which case then you can't have a human play too, and even if you could, there's no way that I know of to record data from a replay.
So basically what I thought was yo dawg, I need to be able to get a replay of a human's interactions with different inputs from a computer's 'replay'. Ack! Too many words!
Would it be possible for my script to have exactly the same degree of control over a computer controlled enemy army as a human player has over their army?
To explain a little, I'm currently in the process of selecting a method for analyzing human responses to various strategically competitive inputs. It doesn't have to be done in the starcraft engine but I like starcraft and am looking for reasons to get permission to use the engine, and to satisfy theory, the research requires that the system it's executed in provide an environment where the computer controlled enemy have no material limitations in comparison to the human counterpart.
Basically meaning that the computer has to be capable of receiving and processing the exact same degree of detail in control input that a human can. Otherwise the research would be invalid because the script was incapable of "doing" everything a human could, making the competition 'unfair'.
Hi, I'm new to starcraft scripting and was wondering if its possible to script an emeny army to perform a series of predetermined actions for its game... Is there a system for setting or delivering timed commands to do everything a normal player could do in the game?
I guess part of my question would be what are the types of things i can program my enemy to do?
Yes it does. Thank you very much. That's too bad, but it makes sense...
The mod thing would work, but I would have to set the dependency in all the other maps, and I'm thinking Starcraft is not gonna let you play any games if your version of the map is different from another players... even if it's just a dependency added? I can't see how anyone would cheat on a replay so maybe the game won't care if my version of the map is different from the version used in a replay.
Hi, I'm new to Starcraft modding, but not to programming. I've read a bit about triggers and where they can fire and such but still feel like I'm missing a few key points. Can anyone tell me if there's a way to attach script before a map or replay starts?
The point being, I really want to make a script that will be running all the time whenever I play the game. It would be kind of like in Unreal Tournament where some game event fires and the announcer says "Unstoppable!", and various other things like that. I want it to be able to detect any relevant event and fire code specific to that event no matter whether I'm playing a stock map, a downloaded map, or even some replay.
Can anyone give me a sitrep on this trigger scripting thing? Much thanks from an SC2 scripting noob.
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Irrelevant question removed. lols
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Hey, thanks for the responses. I'm not trying to make an AI that's 'challenging' according to starcraft battle tactics. I need to observe human reactions to computer input, and the input needs to be able to cover the extremes, including things that would be tactically stupid. :)
I guess I'm just concerned about precise unit selection and point/object selection, attacking specifically selected units, buildings, points, etc (exactly like a human player). I thought about trying to pre-record the computer's test input myself for the various 'behaviors' and use it in a kind of custom 'replay' mode against a human participant, but it didn't look like there was any way to feed the computer player a series of inputs to perform other than via the *actual* replay feature, in which case then you can't have a human play too, and even if you could, there's no way that I know of to record data from a replay.
So basically what I thought was yo dawg, I need to be able to get a replay of a human's interactions with different inputs from a computer's 'replay'. Ack! Too many words!
0
Would it be possible for my script to have exactly the same degree of control over a computer controlled enemy army as a human player has over their army?
To explain a little, I'm currently in the process of selecting a method for analyzing human responses to various strategically competitive inputs. It doesn't have to be done in the starcraft engine but I like starcraft and am looking for reasons to get permission to use the engine, and to satisfy theory, the research requires that the system it's executed in provide an environment where the computer controlled enemy have no material limitations in comparison to the human counterpart.
Basically meaning that the computer has to be capable of receiving and processing the exact same degree of detail in control input that a human can. Otherwise the research would be invalid because the script was incapable of "doing" everything a human could, making the competition 'unfair'.
0
Hi, I'm new to starcraft scripting and was wondering if its possible to script an emeny army to perform a series of predetermined actions for its game... Is there a system for setting or delivering timed commands to do everything a normal player could do in the game?
I guess part of my question would be what are the types of things i can program my enemy to do?
0
Yes it does. Thank you very much. That's too bad, but it makes sense...
The mod thing would work, but I would have to set the dependency in all the other maps, and I'm thinking Starcraft is not gonna let you play any games if your version of the map is different from another players... even if it's just a dependency added? I can't see how anyone would cheat on a replay so maybe the game won't care if my version of the map is different from the version used in a replay.
At least I'd have that.
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@zeldarules28: Go
So there aren't any events scriptable before a map is loaded?
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Hi, I'm new to Starcraft modding, but not to programming. I've read a bit about triggers and where they can fire and such but still feel like I'm missing a few key points. Can anyone tell me if there's a way to attach script before a map or replay starts?
The point being, I really want to make a script that will be running all the time whenever I play the game. It would be kind of like in Unreal Tournament where some game event fires and the announcer says "Unstoppable!", and various other things like that. I want it to be able to detect any relevant event and fire code specific to that event no matter whether I'm playing a stock map, a downloaded map, or even some replay.
Can anyone give me a sitrep on this trigger scripting thing? Much thanks from an SC2 scripting noob.