Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Problem with security and map system
[SOLVED] Problem with security and map system
Jun 4 2011, 2:06 pm
By: OutCast  

Jun 4 2011, 2:06 pm OutCast Post #1



There are several problems:

1) I had almost reached the limit of strings

2) I do not know the available method to prevent the landing of Dark Templar (Hero) in the transport / shuttle / Overlord. Location is too close to the battlefield, so that option with an air of locations does not pass, and transport have to fly over this place (where the Dark Templar (Hero)) too.

3) I can not understand how to use a trigger (now using the Display Message + Wait ()) in order to get a message to hang on the screen longer, and it does not use the Wait ().

Please help in solving these problems. Apologize for the clumsy English, I did not really know well, so most of the text translated by Google.

Post has been edited 1 time(s), last time on Jun 4 2011, 3:36 pm by OutCast.



None.

Jun 4 2011, 3:03 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from OutCast
1) I had almost reached the limit of strings
Remove comments.

Quote from OutCast
2) I do not know the available method to prevent the landing of Dark Templar (Hero) in the transport / shuttle / Overlord. Location is too close to the battlefield, so that option with an air of locations does not pass, and transport have to fly over this place (where the Dark Templar (Hero)) too.
Detect that the DT is not on the ground anymore and execute the "Load out" ai script to unload all units. So you need 2 locations there. 1 that is only ground and a normal one that will catch the transporter.

Quote from OutCast
3) I can not understand how to use a trigger (now using the Display Message + Wait ()) in order to get a message to hang on the screen longer, and it does not use the Wait ().
Use a transmission action instead, if you want to have a specific length. Else you can add spaces (" ") which will make the String longer and SC will display it longer.

Else you could display the same message multiple times with 11 line breaks. Then all chat messages will be pushed out of the screen.




Jun 4 2011, 3:29 pm OutCast Post #3



Thank you very much. Trigger "Load out" works for Human player? Don't know it =)



None.

Jun 4 2011, 10:26 pm Lanthanide Post #4



Yes, the Unload trigger action works on human players.

You need to be using scmdraft 2 to access it; it's an AI script. Using Classic trigedit: Run AI Script At Location - Exit Transport.



None.

Jun 4 2011, 10:53 pm OutCast Post #5



Thx, I already use SCMDraft 2.

Code
Trigger("Player 1"){
Conditions:
    Bring("Current Player", "Dark Templar (Hero)", "\x015Buy Hero pl1", Exactly, 0);
    Bring("Current Player", "Dark Templar (Hero)", "\x016Buy Race Level pl1", Exactly, 0);
    Bring("Current Player", "Dark Templar (Hero)", "\x004Stack Mode pl1", Exactly, 0);
    Bring("Current Player", "Dark Templar (Hero)", "\x01eStack Off pl1", Exactly, 0);
    Bring("Current Player", "Dark Templar (Hero)", "\x011Gas Mode pl1", Exactly, 0);

Actions:
    Move Unit("Current Player", "Terran Dropship", All, "transport pl1", "transport pl1");
    Move Unit("Current Player", "Protoss Shuttle", All, "transport pl1", "transport pl1");
    Move Unit("Current Player", "Zerg Overlord", All, "transport pl1", "transport pl1");
    Run AI Script At Location("ExTr", "transport pl1");
    Preserve Trigger();
}



All the conditional location only ground. "Transport pl1" air. And it looks like the action very well.



None.

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[02:49 pm]
Oh_Man -- it doesnt need maphack. the person who stole it and is using it on the ladder is using it with maphack. all its training was done with normal fog of war
[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
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