Staredit Network > Forums > Modding Discussion > Topic: Aiscript debug plugin
Aiscript debug plugin
Mar 17 2018, 1:12 pm
By: Neiv  

Mar 17 2018, 1:12 pm Neiv Post #1



The limit plugin I had written has some aiscript debugging features, so I took them out to a separate plugin that should work fine with nearly every other plugin/vanilla 1.16.1.

Screenshots:

Guards (show ai, show ai guards)


A massive 3-dragoon attack by Blizzard AI (show ai player, show ai units, show regions)


Showing which town buildings belong to (show ai units)


The AI determined that those resources are a expansion location (show resareas)

The debug info is controlled through console that can be opened with the ~ key, with following commands:

show ai (Abbreviation sai)
Toggles the main debug output on/off. Shows the request queue of AI players in topleft corner, the AI will always only look at the first request on the queue until it can start working on it, or discard it completely.

show ai guards (Abbreviation saig)
Shows guard positions, for both alive guards and ones that the AI tries to build.

show ai units (Abbreviation saiu)
Draws lines from each AI unit to their related location. For workers and buildings the line shows their town, for military it shows the current region they are allocated to, and guards show their home point.

show ai player <player id> (Abbreviation saip <player id>)
Limits debug info to specific player and shows region info of a player. The player-id is 0-based, you can also use `player` command to show what player owns the currently selected unit.

show ai player all
Reverts `show ai player <n>`

show resareas
Shows the base resource areas, which are locations the AI will be able to expand to.

show regions
Shows the pathfinding regions. Useful with `show ai player <n>`, which shows extra info for each region.

show collision
Shows unit collision boxes.

show range
Shows an *approximation* of unit range. BW's distance algorithm causes the range to be more of a
12-gon than a circle, so the shown circle is not perfect representation.

show locations
Draws location borders on screen.

gsw <n>
Sets the game to wait *about* <n> milliseconds between frames. Slowest working value is around 150, holding down the + key will go even faster than `gsw 0`


Download:
https://github.com/neivv/ai_debug_1161/releases/tag/v3


And yes, I know the info text often overlaps/covers things, and may go off screen. I don't think I'm going to ever fix it though.

Edit 26th May: Added abbreviations and regions show their defense priority.

Post has been edited 2 time(s), last time on May 26 2018, 7:25 pm by Neiv.



None.

Mar 17 2018, 5:40 pm Pr0nogo Post #2



An amazing tool I've used for quite a while now with great results. Endlessly helpful, and even more so now that it can be hotswapped without removing GPTP plugins.

Does `gsw n` still work for setting a specific speed?




Mar 17 2018, 5:54 pm Neiv Post #3



Yes.



None.

Jan 15 2024, 10:38 pm moataz Post #4



Does this work with ChaosLauncher? I tried to rename the .qdp file to .bwl or .dll but CL doesn't want to load it, this version worked with me though:
http://www.staredit.net/topic/18441/#9

Any idea ?



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:14 pm]
Ultraviolet -- :wob:
[2025-5-15. : 3:53 pm]
Ultraviolet -- oh yeah probably. think I misinterpreted the original message. I thought he meant moving the flag revealed the base in the sense that it opened it up to being scouted, but what you're saying makes more sense
[2025-5-15. : 11:37 am]
Sie_Sayoka -- dont those ladder maps have use map settings game type? i remember in a lot of them there was display text showing the maker and other credits at the beginning
[2025-5-14. : 4:42 pm]
fritfrat -- Good point.. maybe in Melee it sets off the hard-coded Capture the Flag logic when they pick up a p12 flag, revealing the SCV
[2025-5-14. : 4:34 pm]
Ultraviolet -- Yeah, I forget how they do it, but they can preplace P12 units in melee / TvB maps. Maybe unit sprites
[2025-5-14. : 3:38 pm]
fritfrat -- Artosis and Tasteless were chatting on an ASL cast that 6 player maps will likely never happen for competitive SC, but Artosis mentioned how there was a concept of one where a worker had to pick up a flag to get out of their base, which resulted in their base being revealed. That's not possible with Melee / Top vs Bottom settings, is it? Thought I'd ask..
[2025-5-12. : 7:50 pm]
dumbducky -- I am so good at procrastinating
[2025-5-09. : 8:45 pm]
Ultraviolet -- Me too. The general concept is exciting and fun to play, or at least I enjoyed it in the previous Diplo Europe iteration.
[2025-5-08. : 10:18 pm]
Excalibur -- I have no idea if Clans will finish his map but I hope so.
[2025-5-08. : 5:25 pm]
Ultraviolet -- don't count your chickens before they're hatched :P
Please log in to shout.


Members Online: Roy