This feature will make it into the next version either when someone/I find a good way to do it or I decide to just create a manual reset that sets all techs to zero.
Build Order Tester - Page 3
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qxc
United States550 Posts
This feature will make it into the next version either when someone/I find a good way to do it or I decide to just create a manual reset that sets all techs to zero. | ||
baeracaed
United States604 Posts
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TzTz
Germany511 Posts
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NarutO
Germany18839 Posts
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qxc
United States550 Posts
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TzTz
Germany511 Posts
Yes -1 on every single tech. I wanted to make a trigger that stores researched Tech into an Array upon research, but however, didn't find the function for that in German editor (It's translated weirdly as well... All the Tech functions would more sound like you're going shopping :-/ ) edit: oh i read your question wrong. Well i don't have my map here right now. The function is labeled as outdated, but it works. edit2: I'll send you a PM | ||
Jayson X
Switzerland2431 Posts
Especially usefull since Wedropyou.net 2.0 is unplayable for me. | ||
btlyger
United States470 Posts
Ever. Also, Great program, although I'm going to wait until a few weeks before release to use it as a lot will probably change to screw up my build!! | ||
humblegar
Norway883 Posts
edit: it seems to work just fine otherwise, just the text does not display properly | ||
Nokarot
United States1410 Posts
Also, a suggestion to anyone using this, pull off a worker or whatever at regular time to scout. Not scouting can give you a few seconds advantage mineral wise, but may be slightly unrealistic. | ||
NeonGenesis
Norway260 Posts
This shit has potential! | ||
TzTz
Germany511 Posts
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TzTz
Germany511 Posts
On May 23 2010 21:54 NeonGenesis wrote: That's deffinitely the next step, making an opponent AI follow a preset BO. This shit has potential! Yes, and being able to "record" that AI to play against say a 10 pool or something. Then adding all those recordings to the map and make them available through pulldown menu ^^ But someone who has greater knowledge with the editor than me would be required It would be quite easy to just give out textmessages of the timings in your last run however. I also considered displaying textmessages like "10 Pool would arrive now (6 Zergling)" or something like that. So you know how viable that would be against aggressive builds. | ||
qxc
United States550 Posts
Anyone wants to take a stab at this go for it. Not sure if I'll get around to it soon / at all tbh. | ||
TzTz
Germany511 Posts
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crappen
Norway1546 Posts
UPDATE: Apperently, the new version fixed this! Thank you I get this error ACCESS_VIOLATION (0xC0000005) occurred at 001B:00B3CF0A. The memory at '0x00000000' could not be read. I get it when I write "-reset t" Anyone else get that? | ||
qxc
United States550 Posts
[url blocked] changes include - All tech reset when using the reset commands Dunno? I might have changed something else but this is the most significant original post edited as well | ||
DarQraven
Netherlands553 Posts
Still, against some BO's it's not very realistic. If someone sends a bunch of zerglings into my base early on, I'll be sure to lose some probes in the process of defeating them, and that is going to affect my build. A simple text message would give you a good reference point for how fast your build is, but after that first rushing opportunity, the simulation becomes less and less accurate. I admit I have very little experience in messing around with the editor, but I'd say the earlier suggested 'spawn reasonable army' method is ideal. You can perfect the build until you are confident it's fast and then test it very quickly against a couple of different rush builds. In addition, it doesn't only allow you to test builds but building placement as well. Then again, until better AI is implemented this would be mostly useless. The current AI just runs their zerglings to their deaths instead of doing anything productive. | ||
TzTz
Germany511 Posts
On May 23 2010 22:10 DarQraven wrote: The text messages would be an easy solution, I guess. Still, against some BO's it's not very realistic. If someone sends a bunch of zerglings into my base early on, I'll be sure to lose some probes in the process of defeating them, and that is going to affect my build. A simple text message would give you a good reference point for how fast your build is, but after that first rushing opportunity, the simulation becomes less and less accurate. I admit I have very little experience in messing around with the editor, but I'd say the earlier suggested 'spawn reasonable army' method is ideal. You can perfect the build until you are confident it's fast and then test it very quickly against a couple of different rush builds. In addition, it doesn't only allow you to test builds but building placement as well. Then again, until better AI is implemented this would be mostly useless. The current AI just runs their zerglings to their deaths instead of doing anything productive. Well that's beyond a buildorder tester in my opinion. Textmessage would just be so you have a clue how fast certain things would be there. At some point you would just have to take your BO and test it with some real opponents. But you can make your timings line up nicely (E.g. one Stimpack/combatshield 4 Medivac drop i once did. I was able to cut it down by nearly 1 minute due to rearrangement in the buildorder) | ||
NuKedUFirst
Canada3139 Posts
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