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    posted a message on Current Changes to the Editor in LOTV

    If that's a security risk then it already exists.

    the edit box already works, it just breaks after 256 characters. If the limit was extended to 1024 characters then this does not open up any attack vectors which did not already exist. (it already scrubs the input, only alphanumeric characters get parsed, all others get erased)

    Or if SC2 was able to read a plain text file character by character instead of through using the key/section xml reader it currently does. If there is the possibility to make it overflow and corrupt further data or inject code into the code section of memory then this capability would already exist in the current form through banks.

    There's no way to read in text which the game will excecute as code, but if there were then that means that anything it could exploit could already be exploited by a malicous map maker making a map which has a virus in it.

    Posted in: General Chat
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    posted a message on finding the target for an order

    thing is I need to erase the unit and then replace it with another. This replacement unit needs to be given the same orders as the killed unit.

    It's not just for minerals, say if it was a marine given a move instruction to a Xel'Naga tower. I need to be able to kill that marine and create a new unit which has the same order. If I can resolve the target unit then all I have to do is extract the ability and the target from the first unit and issue that command to the second unit.

    One thing I've tried is granting vision temporarily. So for the marine moving to the xelnaga tower which is not in vision. I grant vision of the whole map, wait 0.5 seconds (in case the vision isn't automatic or it takes the game a while to resolve the ghost units), then try and extract the target, then proceed as normal.

    However the ghost unit is not resolved when the player gets vision of the unit (the player gets vision of the whole map in this example), the ghost unit gets resolved when the unit reaches the destination.

    Using mouse positions would be disasterous as every time a unit was issued a command I would have to run multiple checks and get the mouse coordinates and figure out what units are nearby. That's not just player issued orders either, that's every time a unit comes out of a structure and has a waypoint, every time a swarm host spawns units, or every time a worker mines minerals it is assigned new orders to return them and come back for more.

    For the record, I'd be happy if I could just get it to work with neutral units (minerals, towers, gas guysers, rocks and destructable things in the environment). Getting it to work with enemy structures would be nice but I think it would be a rare occurance so I'm OK with it failing in this rare event.

    Posted in: Triggers
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    posted a message on finding the target for an order

    Hi,

    When the map is covered in grey fog of war you can see where structures are that you previously saw. For example when you start a game you can see the location of all the mineral patches and XelNaga towers on the map. When you scout an opponents building you can see where it was through the fog of war.

    You can also give orders to your units, for example sending a worker to mine from a mineral field which is not in your current vision.

    I need a way to know what unit is the target of an order. with the worker and mineral example, I need to know which mineral patch the worker is being ordered to mine from. If the mineral patch is within my vision you can use the trigger "target of order" to retrieve the target, "target location of order" gives the units position. But when that target is outside of vision "target of order" returns null and "target location of order" returns null as well.

    It only changed in a patch earlier this year. It used to work as expected where you could get the target unit even if you didn't have vision of it, so Blizzard has changed things since that patch.

    My initial reaction was to just give players vision of all the mineral patches which solves that problem... But I have lots of players bitching to me about how I need to fix it! For whatever strange reason people are upset that they share vision with the mineral patches. So if it's important to them then I must find a way to fix it.

    tldr; Does anyone on SC2mapster have any ideas about how I can figure out what unit is the target of an order?

    EDIT: getting the ability command for the above case is still "harvest" ability, so the unit knows that it is going to use the harvest ability on it's target. But I can't figure out a way to get the target.

    Posted in: Triggers
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    posted a message on Current Changes to the Editor in LOTV
    Quote from Renee2islga: Go

    In another hand, the 'include Mod' feature added since the Heroes alpha is something that could greatly help the data import/export. which allows you to merge/move selected data between maps/mods.

    That's a shame. I wasn't talking about moving data between mods but importing/exporting data outside of SC2. There is no way to interface between a mod and an external 3rd party tool. The only way is via the edit box which is broken, and bank files, but finding and modifying an xml file on their computer is beyond most peoples ability.

    Posted in: General Chat
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    posted a message on Current Changes to the Editor in LOTV

    I only scanned through the list but

    "Extra Data suggests we can somehow externally bring in data sources, but how this is accomplished is not entirely understood."

    Oh, dear Zues please let that be true! That would be so $#@&ingly fantastic. We've been missing any suitable way to import/export data since the begining. I would say it's one of the biggest changes which has always been needed. But I would have been happy with them simply fixing the text box bug. text boxes break when you put too much text in them. If that is fixed then it's an easy way to let people import external data.

    Lots of SC2 players NEED simplicity. getting them to mess around with files on their computers directory would be confusing especially considering the SC2 file structure layout is all over the place with different regions/versions/online/offline/etc.

    Although if it's a way for us to look at SC2 files for example being able to see a players preference data then that could be handy too.

    Posted in: General Chat
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    posted a message on Starcraft AI project - Dorfl

    OK, here is the video I mentioned about how to get the AI up and running.

    Should have made the video before I made the post above. C'est la vie.

    EDIT: there's something important I forgot to mention in video. Read the video description for that info.

    Posted in: General Chat
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    posted a message on Starcraft AI project - Dorfl

    Cleaned up the code a little and published as open source on US server. You can find it under the name SALT.

    I am also opening up to people who would be interested in teaming up, contributing or just lurking in the corner watching the conversation. Posted on the team recruitment section here.

    I wrote up a README explaining briefly the different sections of code as an intro to people. Most of the functions have self explanatory names and a line of comments. But I can see it being daunting as hell for someone to pick up and figure out how it all fits together. I'm going to make a video to show how you can get it running yourself because at the moment I am setting it up via typing a few instructions into chat so theres a few instructions that people will need before they can begin experimenting with it.

    If you want details I'd be happy to add you to the skype group and I'll explain any questions you have where others will be able to look through the conversation.

    Thanks.

    Posted in: General Chat
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    posted a message on Looking for AI enthusiasts

    Hi all,

    Looking for people who have an interest in AI to be part of a a starcraft AI project.

    This AI is made through the SC2 triggers/galaxy code in the editor. If you have some experience writting code then getting into coding in SC2 is really simple. It has an easy to use GUI interface or you can write in "galaxy script" which is a simplified version of C. If you don't have any coding experience then I would still really love to have testers and people with other skills to help out.

    Here is a small demo video of where the project is at the moment

    I have open sourced the project on the US server. It can be found by looking for SALT in the SC2 editor.

    I am creating a skype group for discussion and will be happy to explain anything you have questions about or help you make contributions to the project if you would like to do so. post back here or send me a skype contact so I can add you to the conversation. PM me details if you don't want to post contact details on the forum.

    Thankyou for your time :)

    Posted in: Team Recruitment
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    posted a message on Starcraft AI project - Dorfl

    Oh, and if someone wanted to extract out some of the stuff and make it a resource that would probably help others.

    I've written a small mathematics library, a string library and a debugging library which are easy to use and I think could be of help to others and I'd be happy if I could get them out there. But I've never got round to it.

    Posted in: General Chat
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    posted a message on Starcraft AI project - Dorfl

    eh, may as well open source it.

    It is built ontop of another of my projects called SALT. I was keeping SALT closed because I thought if the marketplace ever happened I could release it on most maps for free but also release it on some obscure maps for a price. So people would not be locked out of using it but would have a convenient way to donate if they felt like it. But I don't see that happening within the next few years. And if someone blatantly tried to rip me off too much and steal my work I'm sure the local starcraft pitchfork brigade would form a mob and shit all over them.

    So yeah, why not.

    I've had a bunch of requests but it's just people being curious.

    I'll write a README.txt to go along with it. It will explain a lot of things were people will be confused or wonder why I did xyz.

    Posted in: General Chat
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    posted a message on Starcraft AI project - Dorfl

    when you release this, would you make it available as a resource as well? I can think of a number of maps that would benefit from an advanced, customizable melee AI.

    It would require a lot of explanation to make sense to other people. Half of it is written in the GUI and half in galaxy script because I didn't know how to access galaxy script until recently. Also it makes heavy use of structs and structrefs so it would not be very noob friendly if someone wanted to alter it for their own purpose.

    There are a lot of more experienced people who would understand how it works. But they would probably take one look and be judgemental of my coding quality :P

    we'll see. But I don't think I will be finished with it at least till the end of the year.

    Posted in: General Chat
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    posted a message on Starcraft AI project - Dorfl

    Hey just thought I'd post a demo vid of the AI project I'm working on.

    All of this is written from scratch. The only Blizzard AI function I'm using is to decide where to place buildings (but I might replace it with my own implementation later some day). Other than that I'm just keeping track of the units myself and issuing them direct orders to obey.

    Still very much a work in progress. I know there are very few people here interested in vanilla SC2 but I thought I would showcase my progress anyway. If you know your way around triggers/galaxy script and would like to lend a hand I could use the help. It's a pretty mammoth task.

    Thanks.

    Posted in: General Chat
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    posted a message on Steam have now steamworkshop. Pay for mods. When blizzard gonna wake up ?!?!

    I see so many of the same dumb arguments from people against the idea of a marketplace rehashed every time it is brought up. But so many of them make absolutely no sense or are deliberately ignoring solutions to problems they are proposing.

    "99% of people will over charge their mods and so instead of them being highly popular and being able to earn a bit through donating, only 1 rich person will buy it and the mod will be never used."

    But out of all of them THIS one has to be by far the dumbest one I've ever heard.

    Posted in: General Chat
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    posted a message on Find closest point without creep

    You can check if there is creep on a certain part of the map as Imperial said.

    From there you can expand your search outwards testing parts of the map.

    If you are concerned with it taking too long you might be able to first search for any creep producing units such as creep tumours and automatically excluding those locations within a certain radius of one of the units. That might help speed it up.

    Posted in: Triggers
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    posted a message on LotV beta client is downloadable now

    Some promising items in that list. Hopefully they do what I think it sounds like they do!

    Thanks for compiling the list.

    Posted in: General Chat
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