Hi all, this tutorial is about my custom library, InsaneAI.
I don't know if I can post it here, since it's not about default editor functionalities.
However, since I saw many people asking around infos about AIs, I think the informations used in this tutorial, while referencing my own custom functions and actions, can be used to learn more about how to code an AI.
After all my code is free for everyone to see.
If moderators think that's not the case, feel free to delete this thread or move in in a more appropriate section. Cheers! :)
If you think it's not appropriate, as I wrote, feel free to delete this ;)
Edit: I told you this because I cannot explain how to make my library. That would be by far too complex for a tutorial, and I am not willing to do so. I just don't have time to explain everything in full details.
Tell me if I need to delete this. Still, from a progammer point of view it seems to me stange that every modder should reinvent the wheel.
When someone made a library, why you should redo everything from scratch? Use it or analyze it if you really really want to do on your own. If you need to use visual processing techniques, you just download OpenCV, and you don't care so much of what they do under their hood (from a technical point of view, from a theoretical one you should very well know). Hope I've explained well :)
Hi all, this tutorial is about my custom library, InsaneAI.
I don't know if I can post it here, since it's not about default editor functionalities.
However, since I saw many people asking around infos about AIs, I think the informations used in this tutorial, while referencing my own custom functions and actions, can be used to learn more about how to code an AI.
After all my code is free for everyone to see.
If moderators think that's not the case, feel free to delete this thread or move in in a more appropriate section. Cheers! :)
Battle.net wants to call me InsaneMst, Insane... but you should call me InsaneMonster!
Author of InsaneAI library, InsaneCredits library, InsaneDebug library, InsaneTransmission library, InsaneUI library and InsaneBriefing library.
Author of Mercenary Business - Top 10 Rock The Cabinet 2017: Co-op edition.
To be called a tutorial we will need more details about how to make it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
If you think it's not appropriate, as I wrote, feel free to delete this ;)
Edit: I told you this because I cannot explain how to make my library. That would be by far too complex for a tutorial, and I am not willing to do so. I just don't have time to explain everything in full details.
Tell me if I need to delete this. Still, from a progammer point of view it seems to me stange that every modder should reinvent the wheel.
When someone made a library, why you should redo everything from scratch? Use it or analyze it if you really really want to do on your own. If you need to use visual processing techniques, you just download OpenCV, and you don't care so much of what they do under their hood (from a technical point of view, from a theoretical one you should very well know). Hope I've explained well :)
Battle.net wants to call me InsaneMst, Insane... but you should call me InsaneMonster!
Author of InsaneAI library, InsaneCredits library, InsaneDebug library, InsaneTransmission library, InsaneUI library and InsaneBriefing library.
Author of Mercenary Business - Top 10 Rock The Cabinet 2017: Co-op edition.
Thanks! Its useful, hope it will do my custom race AI be agressive and advanced...