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[MOD] Yet Another Build Order Tester (YABOT) - Page 35

Forum Index > SC2 Maps & Custom Games
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fyndor
Profile Joined December 2010
United States159 Posts
Last Edited: 2011-01-20 00:09:49
January 20 2011 00:07 GMT
#681
On January 19 2011 16:29 xorpwnz wrote:
You're right that MapScript is reserved and cannot be imported... instead you'll have to use an MPQ editor (link) to open the map manually and copy in the MapScript file.


Wow really? And this is allowed in Battle.net? I'm surprised they put in the restriction in the Editor, but made no such restriction when backdooring the change in manually. Is there some logic in this I am not thinking of? Are you under the impression this is the only way to have an interactive intro dialog that comes up before the game actually starts? This makes me a bit nervous, because if I rely on this method and they patch it out of existence then we are screwed. Also, just curious, were there any other places a method like this is necessary?

Edit: Thanks for the response btw
xorpwnz
Profile Joined May 2010
United States185 Posts
January 22 2011 00:53 GMT
#682
On January 20 2011 09:07 fyndor wrote:
Show nested quote +
On January 19 2011 16:29 xorpwnz wrote:
You're right that MapScript is reserved and cannot be imported... instead you'll have to use an MPQ editor (link) to open the map manually and copy in the MapScript file.


Wow really? And this is allowed in Battle.net? I'm surprised they put in the restriction in the Editor, but made no such restriction when backdooring the change in manually. Is there some logic in this I am not thinking of? Are you under the impression this is the only way to have an interactive intro dialog that comes up before the game actually starts? This makes me a bit nervous, because if I rely on this method and they patch it out of existence then we are screwed. Also, just curious, were there any other places a method like this is necessary?

Edit: Thanks for the response btw

Just to be clear, anything you can write in the mapscript file can also be done through the map editor GUI. Each time you compile the map, all you're doing is converting all of the steps in the GUI into galaxy code, which is stored in the mapscript file. Blizzard just wants you to do all the programming through the GUI. In fact you can't mix the two methods. If you want to have a popup dialog before the map starts and you want to do this using the map editor, then it's easy as well. Just show the dialog in the initialization trigger, and then actually start all of the melee scripts in the button click triggers.
Stone
Profile Joined February 2009
United Kingdom155 Posts
Last Edited: 2011-01-22 11:47:15
January 22 2011 11:43 GMT
#683
hey xorpwnz, have you given any more thought on wether or not you will be adding attack commands into computer build orders + kiting micro. maps commin along a treat m8, well done.
fyndor
Profile Joined December 2010
United States159 Posts
January 23 2011 03:42 GMT
#684
On January 22 2011 09:53 xorpwnz wrote:

Just to be clear, anything you can write in the mapscript file can also be done through the map editor GUI. Each time you compile the map, all you're doing is converting all of the steps in the GUI into galaxy code, which is stored in the mapscript file. Blizzard just wants you to do all the programming through the GUI. In fact you can't mix the two methods. If you want to have a popup dialog before the map starts and you want to do this using the map editor, then it's easy as well. Just show the dialog in the initialization trigger, and then actually start all of the melee scripts in the button click triggers.


Haha yea I get the feeling the galaxy crowd is the red headed step child. For now I think I would prefer to stick to code. If I want to version control it at some point it will be much nicer to be in galaxy script not to mention more portable. Thanks for the clarification, it make sense now.
marscapwn
Profile Joined December 2010
United States20 Posts
January 25 2011 05:36 GMT
#685
Thanks for all the great work on this. I find this a fantastic tool for getting more comfortable with new builds.

2 Questions.

1. Any chance you can get two AIs to play against each other? I'd like to be able to compare builds side by side as a game is progressing.

2. How does the Very Hard AI cheat? And is it impactful since the AI needs to follow the build order script. Does it build faster or does start to use its advantage after it is done following the build order script?

I was able to beat the VH AI when I set it up to do mirrored builds, but I'm not sure if it is because the unit control of the AI was not as good or if there was some other factor involved. I ask because I would like to play out the game against the most challenging realistic AI when trying out new builds without having to worry about armies that are unrealistically large.


Thanks again for making sc2builds.com and yabot the awesome combo they are!
AntiStrange
Profile Joined August 2010
11 Posts
Last Edited: 2011-01-26 00:37:51
January 26 2011 00:37 GMT
#686
On January 25 2011 14:36 marscapwn wrote:
Thanks for all the great work on this. I find this a fantastic tool for getting more comfortable with new builds.

2 Questions.

1. Any chance you can get two AIs to play against each other? I'd like to be able to compare builds side by side as a game is progressing.

I believe this is how the new demonstration mode works.

2. How does the Very Hard AI cheat? And is it impactful since the AI needs to follow the build order script. Does it build faster or does start to use its advantage after it is done following the build order script?

AI cheats with resources. However, I believe the steps are performed through green tea AI and is unaffected by this.

I'm not totally sure on these answers.. xorpwnz will have to clarify #2 I think.



marscapwn
Profile Joined December 2010
United States20 Posts
January 26 2011 13:07 GMT
#687
On January 26 2011 09:37 AntiStrange wrote:
Show nested quote +
On January 25 2011 14:36 marscapwn wrote:
Thanks for all the great work on this. I find this a fantastic tool for getting more comfortable with new builds.

2 Questions.

1. Any chance you can get two AIs to play against each other? I'd like to be able to compare builds side by side as a game is progressing.

I believe this is how the new demonstration mode works.

2. How does the Very Hard AI cheat? And is it impactful since the AI needs to follow the build order script. Does it build faster or does start to use its advantage after it is done following the build order script?

AI cheats with resources. However, I believe the steps are performed through green tea AI and is unaffected by this.

I'm not totally sure on these answers.. xorpwnz will have to clarify #2 I think.





Actually, while using the demonstration mode in Yabot I found that the AI does not seem to like following the script. I tried to get the AI to show me how to Bischu style 4-gate it decided it wanted to make zealots and expand. I'm not sure if I just don't know how to use Yabot or if the AI doesn't like being bossed around.
Awshucks
Profile Joined January 2011
4 Posts
January 30 2011 06:39 GMT
#688
Actually, while using the demonstration mode in Yabot I found that the AI does not seem to like following the script. I tried to get the AI to show me how to Bischu style 4-gate it decided it wanted to make zealots and expand. I'm not sure if I just don't know how to use Yabot or if the AI doesn't like being bossed around.


This. The AI really doesn't seem to be working at all. I've actually gotten it to demo a protoss DT rush build once, but it consistently fails to demo any other builds, nor does it actually follow those builds when playing against it in Advanced mode. Am I doing something wrong? As a new player, it would be really useful for me to not only be able to see these builds executed but also to get a feel for the timing in defending against then. YABOT seems like it has such amazing potential but for now it's only useful in restarting quickly and noting down the timing of my own build. Being able to watch replays would also be fantastic but I assume there's a good reason why that only works on B.net.
friendo
Profile Joined December 2010
46 Posts
January 30 2011 10:09 GMT
#689
I want to say thank you for developing this tool, its really helpful.

For some reason when I have the AI do a FE it usually builds another nexus right next to their main, inside their base, instead of at the natural.
legatus legionis
Profile Joined October 2010
Netherlands559 Posts
January 30 2011 12:06 GMT
#690
I can't believe how much more amazing this has become. I've been using it since forever and because I can't play a lot. Using this to get back into the groove, or learning some new popular things to try out is the best. I really appreciate all the work you have put into this. It looks so polished and there are so many more excellent options now. Different modes, Demo mode, the time slider, restart button instead of -r, the ability to add in ai pushes and stuff. Words cannot give enough praise. I'm gonna spend a few hours with it now and enjoy all the new features Thanks for continuing to make that possible.
xorpwnz
Profile Joined May 2010
United States185 Posts
January 31 2011 06:29 GMT
#691
Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.

Right now, I'm working on getting new multiplayer versions up on Battle.net. It just takes a little time because testing is a lot harder and I need to coordinate with people to post on other regions. But look for it probably in a couple of days. I've also been working on a new loading screen
Awshucks
Profile Joined January 2011
4 Posts
January 31 2011 08:22 GMT
#692
On January 31 2011 15:29 xorpwnz wrote:
Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.


Fair enough. However, I'm also having difficulty in getting the AI to do any specific build in Advanced mode. For starters, it flat out refuses to do any builds involving expanding or extractor trick (such as 7RR). For example, it always builds the expansion inside its own base and it never cancels the extractor. It's just not very reliable at all. Other less complex builds also feel very random. Sometimes they work OK, sometimes not at all. If it's difficult getting the AI to do a specific build in Demo mode, I would assume the same applies to Advanced mode?

The mod is still very useful for a whole range of functions, but getting a decent idea of how a build order stacks up against another (such as when the AI executes it) is IMO one of the features that would really push YABOT over the top. Currently, I would have to say it's not working well for me at all. I would be interested in hearing from others who can confirm this or have been able to get AI builds working reliably in Advanced mode.

Unless of course what xorpwnz is saying is that it's difficult getting the AI to do a specific build in any mode full stop, but for now I hope that applies only to Demo mode and there is a way to get it working reliably in Advanced mode.
tealc
Profile Joined October 2010
109 Posts
January 31 2011 08:50 GMT
#693
The AI doesn't work for me at all. When set to do a 4gate as a protoss it double expands without any units at 8min, regardless of the mode I'm playing. Terran keeps producing only marines even when I have cleared all of his pushes with mass banelings.
marscapwn
Profile Joined December 2010
United States20 Posts
January 31 2011 21:03 GMT
#694
On January 31 2011 15:29 xorpwnz wrote:
Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.

Right now, I'm working on getting new multiplayer versions up on Battle.net. It just takes a little time because testing is a lot harder and I need to coordinate with people to post on other regions. But look for it probably in a couple of days. I've also been working on a new loading screen



Thanks for responding. Now that I'm more confident it is not some user error I'll go ahead and continue to use yabot to refine my execution of build orders. I look forward to the days when I will be able to practice against specific builds against the AI.

Also, if a bank editor were ever to be made available in java or somehow made mac compatible that would be great. I'm not holding my breath but just wanted to let you know.

Btw, is there any way to get reps off of mapcraft + yabot? There are some instances where I get steamrolled and I'd like to know what I did wrong but I can't seem to go back and find the replays.
xorpwnz
Profile Joined May 2010
United States185 Posts
February 03 2011 10:02 GMT
#695
On February 01 2011 06:03 marscapwn wrote:
Show nested quote +
On January 31 2011 15:29 xorpwnz wrote:
Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.

Right now, I'm working on getting new multiplayer versions up on Battle.net. It just takes a little time because testing is a lot harder and I need to coordinate with people to post on other regions. But look for it probably in a couple of days. I've also been working on a new loading screen



Thanks for responding. Now that I'm more confident it is not some user error I'll go ahead and continue to use yabot to refine my execution of build orders. I look forward to the days when I will be able to practice against specific builds against the AI.

Also, if a bank editor were ever to be made available in java or somehow made mac compatible that would be great. I'm not holding my breath but just wanted to let you know.

Btw, is there any way to get reps off of mapcraft + yabot? There are some instances where I get steamrolled and I'd like to know what I did wrong but I can't seem to go back and find the replays.

You can only get replays with the multiplayer Battle.net versions of the maps. I just uploaded new ones and you can find them by searching for YABOT and look for the maps uploaded by me (xorpwnz) that have the [Official] tag in their name. The only bad thing is that these maps use the Blizzard AI rather than Green Tea.
Awshucks
Profile Joined January 2011
4 Posts
February 03 2011 16:45 GMT
#696
On February 03 2011 19:02 xorpwnz wrote:
You can only get replays with the multiplayer Battle.net versions of the maps. I just uploaded new ones and you can find them by searching for YABOT and look for the maps uploaded by me (xorpwnz) that have the [Official] tag in their name. The only bad thing is that these maps use the Blizzard AI rather than Green Tea.


Thanks xorpwnz, will try it out. I noticed previously that unfortunately you could not select the AI's build order in the Battle.net version. I assume that's still the case? Are you unable to implement this in the multiplayer version?

I also submitted a ticket concerning Nexus energy not being saved in a checkpoint to your issue tracker on the project home page on www.sc2mapster.com.
theJob
Profile Joined October 2010
272 Posts
February 04 2011 23:39 GMT
#697
How do you choose races?
I never get to choose the race when i start. I've tried "-r [z|z]" but it doesn't do anything except restarts the game?
Winners train. Loosers complain.
Awshucks
Profile Joined January 2011
4 Posts
February 05 2011 06:59 GMT
#698
On February 05 2011 08:39 theJob wrote:
How do you choose races?
I never get to choose the race when i start. I've tried "-r [z|z]" but it doesn't do anything except restarts the game?


Huh? After choosing your mode, say Advanced, there's a drop-down list above where you select the build order that allows you to change your race. Also, "-r z p" will restart the game with you as Zerg and your opponent as Protoss for example.
rtsAlaran
Profile Blog Joined July 2010
Germany383 Posts
February 07 2011 17:08 GMT
#699
yeah! 1.3.3 MP up on EU <3 waited for this soooo loooong

THANKS! xorpnz
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
February 07 2011 23:22 GMT
#700
Master terran using this for the first time. I am sick of dying trying to figure out a decent reaper build. Thanks a lot.
So? My dad can beat up your dad. - Jesus
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