Hi. I am trying to make a script to manually calculate the APM (Actions per Minute) of a player and store in a variable.
It's pretty simple to find the average APM of a player. I created a variable "Actions" as an integer with default value 0. Each time a unit is selected or a command is issued to a unit, I increase this variable by 1. The APM can then be calculated as "Actions / Mission Time * 60", in other words the number of actions divided by number of seconds that passed, multiplied by 60 (since there are 60 seconds in a minute)
In the observer / replay interface, each player has 2 types of APM - average APM and current APM.
I want to find the "current" APM of a player, but I actually have no idea how the game calculates it. So does anyone know how to calculate the "current" APM of a player?
So I have an AI and I want it to build 3 Probes, then build a Pylon, 2 Gateways, before continuing to make 4 Probes. I want to force the AI to do this build and follow the order that I had specified. What this means is that the AI should not build anything in between the first 3 Probes and the Pylon, the Pylon and the 2 Gateways, etc.
How do I achieve this? I've tried using the Set Stock action like this:
But the AI doesn't build any probes. I've also tried using the Train and Build actions:
AIAdvanced-Train3unitsoftypeProbeinplayer2's town 0 with priority 0AIAdvanced-Build1unitsoftypePyloninplayer2's town 0 with priority 0 using build flags -1AIAdvanced-Build2unitsoftypeGatewayinplayer2's town 0 with priority 0 using build flags -1AIAdvanced-Train4unitsoftypeProbeinplayer2's town 0 with priority 0
But with this, the order is messed up.
How do I ensure that the AI strictly follows the build including its order?
How do I issue an order to unload only ONE unit from a bunker? So for example, if a Bunker has 4 Marines and I want to unload only one of the Marines (stored in a variable), how do I achieve it? Thanks.
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Hi. I am trying to make a script to manually calculate the APM (Actions per Minute) of a player and store in a variable.
It's pretty simple to find the average APM of a player. I created a variable "Actions" as an integer with default value 0. Each time a unit is selected or a command is issued to a unit, I increase this variable by 1. The APM can then be calculated as "Actions / Mission Time * 60", in other words the number of actions divided by number of seconds that passed, multiplied by 60 (since there are 60 seconds in a minute)
In the observer / replay interface, each player has 2 types of APM - average APM and current APM.
I want to find the "current" APM of a player, but I actually have no idea how the game calculates it. So does anyone know how to calculate the "current" APM of a player?
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So was there any solution in the end?
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Has anyone found a working solution?
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So I have an AI and I want it to build 3 Probes, then build a Pylon, 2 Gateways, before continuing to make 4 Probes. I want to force the AI to do this build and follow the order that I had specified. What this means is that the AI should not build anything in between the first 3 Probes and the Pylon, the Pylon and the 2 Gateways, etc.
How do I achieve this? I've tried using the Set Stock action like this:
But the AI doesn't build any probes. I've also tried using the Train and Build actions:
But with this, the order is messed up.
How do I ensure that the AI strictly follows the build including its order?
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Still no working solution... anyone??
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bump
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Bump. Anyone has a working solution??
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@FunkyUserName: Go
I'm not really sure on how to do this... any ideas?
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Bump.
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@FunkyUserName: Go
Thanks for your response. How do I make it work for burrowed units as well?
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With the "Set Alliance Aspect" action, Player 2 has vision of all of Player 1's units, while Player 1 is unable to see Player 2's units.
However, with this action, Player 2 is able to attack Player 1's cloaked / burrowed units, even when Player 2 has no detection.
How do I make it such that Player 2 still requires detection to be able to attack Player 1's cloaked and burrowed units?
Thanks.
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This is my code to show the production tab (the special tab that spectators see) for Player 1.
However, when Player 1 press S, the tab changes more to Spending. How do I set the tab such that it ignores players' hotkeys?
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How do I issue an order to unload only ONE unit from a bunker? So for example, if a Bunker has 4 Marines and I want to unload only one of the Marines (stored in a variable), how do I achieve it? Thanks.
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Bump.
Actually, the most important thing is to get the units in a line. Im not sure how though.
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@FunkyUserName: Go
Thanks so much!!!