Staredit Network > Forums > Modding Assistance > Topic: Goliath turret acts crazy
Goliath turret acts crazy
Jan 17 2009, 6:10 pm
By: Lunes Madness  

Jan 17 2009, 6:10 pm Lunes Madness Post #1



my goliath turret often faces the opposite direction of where hes heading from. lets say hes walking from left to right the turret will face left or some angles that makes it kinda stupid. heres the iscript and which is infleunced by BSTRhino.

Code
Goliath_Turret_Init:
    playfram           0x77     # frame set 7
    goto               Goliath_Turret_Local00

Goliath_Turret_Local00:
    wait               125
    goto               Goliath_Turret_Local00

Goliath_Turret_Death:
    wait               1
    end                

Goliath_Turret_GndAttkInit:
    playfram           0xaa     # frame set 10
    playsnd             70     # Bullet\TGoFir00.wav
    attackwith         1
    wait               1
    playfram           0x77     # frame set 7
    wait               1
    playfram           0xaa     # frame set 10
    wait               1
    playfram           0x77     # frame set 7
    wait               1
    playfram           0xaa     # frame set 10
    wait               1
    randcondjmp         128 Goliath_Turret_Local01
    randcondjmp         128 Goliath_Turret_Local02
    gotorepeatattk    
    goto               Goliath_Turret_Init
Goliath_Turret_Local01:
playsndrand         4 242 244 245 246     # Terran\GOLIATH\TGoPss00.wav, Terran\GOLIATH\TGoPss02.WAV, Terran\GOLIATH\TGoPss03.WAV, Terran\GOLIATH\TGoPss04.WAV
    wait               1
    gotorepeatattk    
    goto               Goliath_Turret_Init
Goliath_Turret_Local02:
    imgol               537 8 0     # Unknown537 (thingy\esiFire.grp)
    wait               1
    useweapon           129     # Gauss Rifle
    wait               1
    useweapon           129     # Gauss Rifle
    wait               1
    useweapon           129     # Gauss Rifle
    wait               1
    useweapon           129     # Gauss Rifle
    gotorepeatattk    
    goto               Goliath_Turret_Init
Goliath_Turret_AirAttkInit:
    wait               1
    playsnd             80     # Bullet\HKMISSLE.wav
    attackwith         2
    gotorepeatattk    
    goto               Goliath_Turret_Init

Goliath_Turret_Walking:
    move               0
    wait               1
    playfram           0x88     # frame set 8
    move               0
    wait               1
    playfram           0x99     # frame set 9
    move               0
    wait               1
    playfram           0x00     # frame set 0
    move               0
    wait               1
    playfram           0x11     # frame set 1
    move               0
    wait               1
    playfram           0x22     # frame set 2
    move               0
    wait               1
    playfram           0x33     # frame set 3
    move               0
    wait               1
    playfram           0x44     # frame set 4
    move               0
    wait               1
    playfram           0x55     # frame set 5
    move               0
    wait               1
    playfram           0x66     # frame set 6
    move               0
    wait               1
    playfram           0x77     # frame set 7
    goto               Goliath_Turret_Walking


just out of curiosity why does almost all units has a wait value of 125 (well can't it be done with some other valuse than 125?)



None.

Jan 18 2009, 12:27 am Hercanic Post #2

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

The 125 Wait script where the animation goes to wait for an order.




Jan 18 2009, 10:25 pm Lunes Madness Post #3



so iscript is not the problem why my goliath doesnt act normally then??



None.

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[01:28 pm]
NimoStar -- Unless specifically logged and retrained. But that wasn't in the original version. It just played itself
[01:28 pm]
NimoStar -- it has a static training, which is converted into weights. it doesn't actually learn from new games.
[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[12:16 pm]
Oh_Man -- inference vs backpropogation
[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
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