|
.bin files (Starcraft AI scripts)
Descriptions of the data types used here:
byte | an unsigned byte value |
short | an unsigned 2 byte value |
long | an unsigned 4 byte value |
text | a text string of single byte characters |
File Header (4 bytes)
| Data Type | Value | Description |
Pointer to AI script table | long | | This is a pointer to a table with names, offsets, etc. for the AI scripts. |
AI script table entry (aiscript.bin)
| Data Type | Value | Description |
AI script ID | text (4 bytes) | | This is a 4 byte code that Starcraft and Staredit use for identifying AI scripts. |
AI script offset | long | | This is an offset to the actual AI script. I think if this is set to 0, Starcraft looks for the script in bwscript.bin |
AI script label | long | | This is the number of a string in rez\stat_txt.tbl |
AI script flags | long | | These are some flags for the AI script. If bit 0 is set, the AI script requires a location to be used. If bit 1 is set, the AI script will not show up in Staredit. If bit 2 is set, the AI script is considered a Brood War only script. |
AI script table entry (bwscript.bin)
| Data Type | Value | Description |
AI script ID | text (4 bytes) | | This is a 4 byte code that Starcraft and Staredit use for identifying AI scripts. |
AI script offset | long | | This is an offset to the actual AI script. |
The AI script table keeps going until an AI script with a null ID is reached.
I currently do not have any information to post about the AI scripts themselves.
Return to Format Specs. page
|