What kind of rush does it do? I have 2 rushing bots a worker rush and 6 pool rush.
Here is my work in progress of the 6 pool.
This is a discussion on People interested in a rushbot? within the Starcraft 2 Hacks board part of the Starcraft 2 forum category; What kind of rush does it do? I have 2 rushing bots a worker rush and 6 pool rush. Here ...
What kind of rush does it do? I have 2 rushing bots a worker rush and 6 pool rush.
Here is my work in progress of the 6 pool.
Last edited by Qazzy; 12-02-2010 at 08:51 AM.
Well currently it only does worker rush but I could mod it so it does a 6pool rlly easy prob in like 2 hours maximum, currently iv had it running for about 4 hours and got 90 wins. By the looks of it we have pretty close to the same setup. Does your 6pool work on every map or is it just setup for that one? Because it would be really easy to make it jst find a random spot on creep to plant the pool, oh and on a side note i took the time and mapped out each 1v1 map so now instead of searching, it knows where to go turning a 4 minute to 6 minutes into about a 3 minute.
What quazzy said is true its is easy in the sense of programming skillz, but it is a bit of a time waister, 6pool is the easiest thats what he did it, then would be marine rush, and cannon rush would take a ridiculous amt of time to do properly because you would have to map it out for every single map, on every single base, otherwise it would be fail.I think a lot of people would, however you would probably have to be a god at that kind of stuff to have a bot of that quality.
Last edited by slashingmachine; 12-02-2010 at 12:25 PM.

nice I like that alot!
It works on all the maps, right now I have to predefined where to build for each start location for each map. I have to do some more research to convert map coords to screen coords. Once I do that I can have it build dynamically, because it will know where the building will fit. I plan to eventually do some data mining to gather data from replays so the bot can learn good build orders/positions. I have some memory addresses about the build grid, on how many spots of it is valid and where the building grid is relative to the whole map. I'm assuming your whole bot is pixel based and not memory based? Because there are memory addresses that says where each player's start location is at![]()

neuro network ftw, that would be sweet to have it analyse replays of pro players, great idea.
Qazzy can you give me the memory offset and pointer for the how many workers you have? not just idle but how many in total.

Code:2272: /* 0x3A0: Current amount of harvesters */ 2273: [FieldOffset(0x3A0)] 2274: public uint harvesters_current;Qazzy will have to give you the idle if you want thatCode:2281: /* 0x3B0: Total harvesters created */ 2282: [FieldOffset(0x3B0)] 2283: public uint harvesters_built;
This is based off of the player structure starting at 2-5-0-C-E-2-0 with the size of 8-A-0

This would be useless because Qazzy already released a good one.