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    posted a message on Plain Galaxy - do triggers fired from events run in parallel?

    @grim001: Go

    Herp derp, do I feel like an idiot right now. The fact that no game time progresses while script code is running is nothing new to me. If the script is stuck in an infinite while loop, you can see the game halting for a few seconds before an engine fail-safe kicks in that kills the trigger.

    So why I ever thought it would be possible for a trigger to be fired while another one was running, I have no idea. Thanks for the smack on the head, grim!

    The good news is, this means no code will ever run in parallel in my project (I never use waits), so I can split the different agents into different interval based triggers to improve performance and improve AI reaction time.

    Posted in: Galaxy Scripting
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    posted a message on Plain Galaxy - do triggers fired from events run in parallel?

    @grim001: Go

    So if I create two time-interval based triggers and set one to fire every 0.5 seconds and the other at every 2.0 seconds, it is possible one of the two is triggered while the other is running, causing it to interrupt the execution.

    I guess I have to build a manual mutex to prevent unwanted data sharing...

    Posted in: Galaxy Scripting
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    posted a message on Why no walls?

    @Cliff747: Go

    The pathing options can only tell if there is a still a hole in the wall. They can't tell how big the hole actually is.

    Posted in: Galaxy Scripting
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    posted a message on Plain Galaxy - do triggers fired from events run in parallel?
    Quote from grim001: Go

    Everything that happens in Galaxy happens sequentially. However, if any code in that trigger causes another trigger to fire, the current trigger will be interrupted at that point and the new trigger will begin executing.

    And if another event is triggered while the script is already running through a trigger? Will the current trigger be interrupted or will it be allowed to finish before the new event is processed?

    Posted in: Galaxy Scripting
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    posted a message on Why no walls?

    I think I will be able to add a Terran walloff strategy to the EagleAI. This is because the pathing options can tell if an area is completely walled off or not. However, the standard Protoss walloff with a Zealot as gatekeeper would be almost impossible. This is because there is no way to check if the Zealot is actually blocking the entrance or not.

    Posted in: Galaxy Scripting
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    posted a message on EagleAI Custom AI maps

    Yup, the bugs have been added to my TODO list and will be addressed. Thanks for testing. Expect an update with bug fixes and a US release at the end of the week.

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    I am getting requests that I upload these to the US servers as well. I assume I need someone with a US account to upload them for me? How does this usually work?

    Posted in: Map Feedback
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    posted a message on Using include in Galaxy

    @ShooperMAN: Go

    Do not include the ".galaxy"

    include "TriggerLibs/MeleeAI"
    include "TriggerLibs/DebugAgent"
    include "TriggerLibs/DataAgent"
    include "TriggerLibs/Shorts"
    include "TriggerLibs/Skills"
    include "TriggerLibs/MapAgent"
    include "TriggerLibs/Builds"
    include "TriggerLibs/ProductionAgent"
    include "TriggerLibs/MacroAgent"
    include "TriggerLibs/ScoutAgent"
    include "TriggerLibs/TacticalAgent"
    include "TriggerLibs/StrategyAgent"
    include "TriggerLibs/GlobalInit"
    include "TriggerLibs/PlayerInit"
    include "TriggerLibs/PlayerTick"
    include "TriggerLibs/DebugTriggers"
    
    Posted in: Galaxy Scripting
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    posted a message on Another Galaxy Bug

    I think they start at a single .galaxy file somewhere and process every "include" command in the order they encounter them. I do something similar in my AI project. Although I agree those includes are sometimes hell to work with.

    Posted in: Galaxy Scripting
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    posted a message on New natives in patch 1.3

    @Arkless: Go

    Extract the natives.galaxy file from the patch.SC2Archive MPQ file. The one from 1.3.0 is in the StarCraft 2\Versions\Base18092 folder.

    Posted in: Galaxy Scripting
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    posted a message on EagleAI Custom AI maps

    @TheAlmaity: Go

    Thank you for extensive feedback.

    To break down the problems you experienced (for my todo list):

    • Defense against very early aggression is bad
    • Recognize the threat of a bunker being repaired (maybe go for the workers that are repairing it)
    • The AI should expand more often if the opponent is playing defensively to keep up with enemy army production

    It should have build at least 2 vikings when it detected the robotics bay. Should check the replay why it didn't.

    The AI does not attack if he thinks he will be outnumbered anyway.

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    @Clord: Go

    It doesn't really matter how good you are, this AI should be able to provide a fun experience for players of low skill levels as well.

    @TheAlmaity: Go

    Sorry, completely forgot about regions. They are on the EU servers.

    @obliviron: Go

    Thanks! That's what I need!

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    Everyone, I need your help! This AI project is my graduation project for school. I am currently writing the final report and I need to know the communities opinion of the AI. When I started on the project one of the goals was to make it challenging for the majority of the playerbase. I need to know if I achieved this goal.

    Please play against the AI on the maps I uploaded (preferably more then 1 game, the AI knows a lot of different strategies) and fill in the form below:

    1. What 1v1 league are you currently occupying? (if you don't agree with your current league, tell me which league you should be in)
    2. How many games did you play against the AI and on what difficulty? (remember the AI does NOT cheat on Insane)
    3. Were you challenged by the AI?
    4. Do you consider this AI to be an improvement over the AI that comes with the game?
    5. If you answered no to one of the two questions above, would you say this AI has the potential to become better?
    6. Would you consider the AI to play more like a human instead of a computer? (especially noticeable on lower difficulties)
    7. Did you enjoy the match(es)?

    I need the answers by tomorrow, so please help me out if you can!

    Posted in: Map Feedback
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    posted a message on New natives in patch 1.3

    @Mexaprone: Go

    Sorry, Mexa, I had not seen your post yet. I did not copy this from your pastebin, I swear! :)

    Posted in: Galaxy Scripting
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    posted a message on New natives in patch 1.3

    I noticed another change, which forced me to rewrite a part of my AI.

    I was using UnitGetPropertyInt with an unused property index to receive the internal unit ID. I used this ID to store unit specific information for the AI, like when the unit was last seen.

    However, it seems the 1.3 patch removed the ability to obtain the internal ID. When using an unused property index, the return value from now on is always 0.

    I have now started to manually assign unit ID's when units are created, to make sure some parts of my code still work.

    Posted in: Galaxy Scripting
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