I created a similar program for SC:BW called BWAI Launcher. It is a little different to what you will have to do because in the backend it used a separate program called an SEMPQ to open SC and inject a custom MPQ (containing the compiled AI's) into its memory, which would let the AI apply to any map you would play. Since there is probably no way to inject an MPQ into SC2's memory at the moment (and would probably be a tough thing to do), you will probably be limited to injecting the AI into 1 specific map then launching SC2 into that map. So your program would ask for a map to play, you would copy that map to a temp file, then inject your AI into it (remember, maps are just MPQ's) and run SC2 with the temp map.
Now I'm not sure which MPQ library you would use, when I was working on my SC:BW modding tools back on Leopard I compiled SFMpq for OSX myself, but then I couldn't get it to compile for Snow Leopard (and havn't even thought about Lion). I think I remember seeing some Cocoa (if you are doing Cocoa) frameworks but I never tried them out.
Anyway, good luck and if you have any questions i'll try to help!
Edit: Just noticed this thread was just necroed and esotericmoniker hasn't logged in in 2 years :(
@EkstreM: Go
"As a side note, once you do this you will be able to build your buildings ANYWHERE. You will probably want to flag 'Ground - No Spawn' flag under the 'Invalid' flags as well. :)This will prevent you from building your buildings on other buildings (no matter how much Xzibit may want you to do so), and on cliffs.
And as a final side note to that previous side note, the edges of ramps are considered cliffs. You will only be able to build on the terrain in the middle of a ramp."
Blizards way looks like it should be exactly what I want; be able to build on the middle of the ramps only, not on other buildings, and not on cliffs. Unfortunately so far it doesn't work, as I've stated. I did exactly as the steps said, deselected 'No Build' and selected 'Ground - No Spawn' under Invalid flags in the Placement Check layer (as the steps state).
That only half worked for me. After following the steps, when I go to build the building it shows that I can place it on the ramp (green placement squares), but when I click to build there it says "Can't place, location invalid" or, if its close to the side of the ramp (yet still says its buildable), "Can't find placement location". Anyone know whats up?
Edit: oh, and it shows that places that i've made unbuildable by the pathing layer are buildable :( (but gives the same error when trying to build)
Sounds good, can't wait to try it. If you have the time before I try it and post my results, a little better explanation wouldn't hurt since I've never looked into that stuff before. Thanks again!@Helral: Go
Edit: I don't see any sort of "key" setting for Alerts. When I created my new alert, the Peripheral setting looked interesting since it had a "e_*" value, but it seems you can only select certain settings from a dropdown for it? When I tried to edit the raw value and put in e_cmdNotEnoughCustom it just switched to SelfBaseUnderAttack.
"e_cmdNotEnoughCustom" is what's displayed In Game, I don't see why looking for what Should be displayed will help, but I'll check it out if I get home first.
I listed All text entries in All categories for All dependencies, sorted the list by the text displayed and went to the e's. There were only 3 e_* entries and none are e_cmdNotEnoughCustom.
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Hey esotericmoniker,
I created a similar program for SC:BW called BWAI Launcher. It is a little different to what you will have to do because in the backend it used a separate program called an SEMPQ to open SC and inject a custom MPQ (containing the compiled AI's) into its memory, which would let the AI apply to any map you would play. Since there is probably no way to inject an MPQ into SC2's memory at the moment (and would probably be a tough thing to do), you will probably be limited to injecting the AI into 1 specific map then launching SC2 into that map. So your program would ask for a map to play, you would copy that map to a temp file, then inject your AI into it (remember, maps are just MPQ's) and run SC2 with the temp map.
Now I'm not sure which MPQ library you would use, when I was working on my SC:BW modding tools back on Leopard I compiled SFMpq for OSX myself, but then I couldn't get it to compile for Snow Leopard (and havn't even thought about Lion). I think I remember seeing some Cocoa (if you are doing Cocoa) frameworks but I never tried them out.
Anyway, good luck and if you have any questions i'll try to help!
Edit: Just noticed this thread was just necroed and esotericmoniker hasn't logged in in 2 years :(
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Wow this map looks amazing! I can't wait to try it out. Great job!
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@KratsAU: Go
Millenium7 already accounted for that at the end of his post...
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I enjoyed the earlier versions, and this update looks fantastic. Great job and thanks for your hard work!
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@Helral: Go
Ah, I didn't think to check under the text field for the key field heh. Thanks, i'll check it out.
Edit: Thanks, works like a charm.
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Read the info more carefully:
Blizards way looks like it should be exactly what I want; be able to build on the middle of the ramps only, not on other buildings, and not on cliffs. Unfortunately so far it doesn't work, as I've stated. I did exactly as the steps said, deselected 'No Build' and selected 'Ground - No Spawn' under Invalid flags in the Placement Check layer (as the steps state).
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@Mogranlocky: Go Its only a normal ramp, nothing is on it from the pathing layer, nothing blocking it from getting there. I'm not that dumb ;P
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@BanelingAspect: Go
That only half worked for me. After following the steps, when I go to build the building it shows that I can place it on the ramp (green placement squares), but when I click to build there it says "Can't place, location invalid" or, if its close to the side of the ramp (yet still says its buildable), "Can't find placement location". Anyone know whats up?
Edit: oh, and it shows that places that i've made unbuildable by the pathing layer are buildable :( (but gives the same error when trying to build)
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@Helral: Go
Sounds good, can't wait to try it. If you have the time before I try it and post my results, a little better explanation wouldn't hurt since I've never looked into that stuff before. Thanks again!@Helral: Go
Edit: I don't see any sort of "key" setting for Alerts. When I created my new alert, the Peripheral setting looked interesting since it had a "e_*" value, but it seems you can only select certain settings from a dropdown for it? When I tried to edit the raw value and put in e_cmdNotEnoughCustom it just switched to SelfBaseUnderAttack.
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@Helral: Go
"e_cmdNotEnoughCustom" is what's displayed In Game, I don't see why looking for what Should be displayed will help, but I'll check it out if I get home first.
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@Helral: Go @progammer: Go
I listed All text entries in All categories for All dependencies, sorted the list by the text displayed and went to the e's. There were only 3 e_* entries and none are e_cmdNotEnoughCustom.
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@progammer: Go
As the OP states its not there :(
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Mega-bump. Has anyone figured this out?
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I would be very interested in helping to achieve this (here is my "résumé" ;P)