Article View: comp.sys.ibm.pc.games.strategic
Article #716269Re: Supreme Commander 2 voice-activated scripts
From: John Doe
Date: Tue, 17 May 2011 17:15
Date: Tue, 17 May 2011 17:15
819 lines
25460 bytes
25460 bytes
Going great. Kicking butt. Thanks to voice-activated scripting, I
play almost as well as the best. My optimized base building script
puts me ahead of everybody else in the opening, nobody can keep
up.
All of the accusations about real-time strategy (RTS) being a
click-fest are true, but in fact RTS is infinitely complex. You
can prove how extremely complex RTS is by playing a skirmish game
against hard AI. Save the game periodically. When you lose stuff,
just restore your last save, use pause and/or slow down the game,
and try again. Keep restoring and trying and you will repeatedly
find better ways of doing what you did.
Voice-activated scripting lets me react much faster to conditions
on the ground, without breaking my hands. The mouse is used
constantly for positioning the pointer, but never clicking.
Rebuilding my base is easily done with a a few simple utterances,
like "bravo" (electricity generators) "charlie" (mass converters,
properly spaced so they are difficult to destroy) "delta"
(aircraft factories) and "zulu" (mass extractors and research).
Factory orders apply to the nearest factory if the pointer is near
that factory. Factory orders apply to all of that type of factory
if the pointer is directly over that factory.
I stopped using a similar method for building stuff. Now... If the
regular command is issued, the nearest idle builder is used. If a
building is needed immediately, the prefix "so..." is added to the
regular command, that forces the worker under the pointer to stop
what it's doing and proceed to the new activity. For example, if I
want the worker under the pointer to build an aircraft factory
immediately, I say "so port". Just saying "port" will pull the
nearest idle worker to build the aircraft factory.
Following is a subset of my current Supreme Commander 2
voice-activated scripts.
#orders
"cap":#capture object now
Mimic("release")+
Key("a-dot")+
Key("s")+
Key("c")+
Mouse("left")+
Key("c")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"charge":#commander overcharge
Mimic("release")+
Key("a-comma/5")+
Key("o/5")+
Mouse("right/5")+
Key("shift:down/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"check":#check nuke missiles
Mimic("release")+
Mouse("left/5")+
Mouse("[110,1174]/5")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
"claim":#reclaim, point, now
Mimic("release")+
Key("a-dot")+
Key("s")+
Key("e")+
Mouse("left")+
Key("e")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"com":#commander, to point, now
Mimic("release")+
Key("a-comma/5")+
Key("shift:down/5")+
Mouse("right/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"cam":#commander, to point, queued
Mimic("release")+
Key("a-comma/5")+
Mouse("right/5")+
Key("shift:down/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"cup":#commander, focus and zoom out
Mimic("release")+
Key("v/20")+
Key("comma/20")+
Key("s-w:2")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"duck":#commander, hunker
Mimic("release")+
Key("a-comma")+
Key("k/10")+
#Mouse("right/20")+#move to pointer
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"fight[<n>]":#all air units, to point, now
Mimic("release")+
Key("c-a")+
Mouse("right")+
Key("shift:down")+
(
Mouse("right")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("150")
)
*Repeat(extra="n")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"fill":#convert energy to mass
Mimic("release")+
Mouse("left:2")+
Key("c-8")+
Key("a-m")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"fire[<n>]":#use long-range artillery
Mimic("release")+
Key("9")+
Key("c-z")+
Key("c-9")+
Mouse("right")+
Key("shift:down")+
(
Mouse("right")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("150")
)
*Repeat(extra="n")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"hard":#all under pointer, harden artillery
Mimic("release")+
Mouse("left:2/40")+
Mouse("[291,1146],left")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
"harder":#harden artillery
Mimic("release")+
Mouse("left:down/10")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("200")+
Mouse("left:up/20")+
Mouse("[294,1142],left")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
"jump":#commander, jump/teleport
Mimic("release")+
Key("a-comma")+
Key("c-j")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"kill":#all land units, to point, now
Mimic("release")+
Key("c-l/5")+
Mouse("right/5")+
Key("shift:down/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"longest":#prepare long range artillery
Mimic("release")+
Mouse("left:2/5")+
Key("c-9/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"look":#examine factory additions
Mimic("release")+
Key("h/5")+
Key("b/5")+
Key("2/5")+
Key("b/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"loop[<n>]":#idle workers, to point, patrol, to point
Mimic("release")+
Key("c-7")+
(
Key("a-dot")+
Mouse("right")+
Key("s-7")+
Key("c-7")+
Key("7")#this makes it work
)
*Repeat(extra="n")+
Key("p")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("150")+
Mouse("left")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"move[<n>]":#move unit under pointer
Mimic("release")+
Mouse("left")+
Key("s")+
Key("shift:down")+
(
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("200")+
Mouse("right")
)
*Repeat(extra="n")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"moves":#move all under pointer on screen
Mimic("release")+
Mouse("left:2")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("200")+
Mouse("right")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"no[<n>]":#remove waypoint under pointer
Mimic("release")+
(
Key("ctrl:down/5")+
Key("shift:down/5")+
Mouse("right/5")+
Key("shift:up/5")+
Key("ctrl:up/5")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("100")
)
*Repeat(extra="n")+
#Mimic("release")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"now":#selected, to point, now
Key("shift:up")+
Key("s")+
Mouse("right")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"pause":#pause all factories
Mimic("release")+
Key("cs-a/80")+
Key("c-z/5")+
Function(get_position)+
Mouse("[926,1075]/5,left/5")+
Key("cs-l/80")+
Key("c-z/5")+
Mouse("[926,1075]/5,left/5")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"remove":#select and destruct
Mimic("release")+
Key("shift:down")+
Mouse("left:down")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("200")+
Mouse("left:up")+
Key("shift:up")+
Key("c-k")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"round":#selected, patrol queue
Key("p/5")+
Key("shift:down/5")+
Mouse("left/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"scout":#scout with aircraft
Mimic("release")+
Mouse("left/20")+
Key("c-1")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("120")+
Mouse("left/20")+
Key("c-2")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("120")+
Mouse("left/20")+
Key("c-3")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("120")+
Mouse("left/20")+
Key("c-4")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("120")+
Mouse("left/20")+
Key("c-5")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("120")+
Mouse("left/20")+
Key("c-6")+
Mimic("farthest")+
Pause("100")+
Key("1")+
Key("m")+
Key("shift:down")+
Mouse("[807,619],left")+
Mouse("[1349,232],left")+
Mouse("[1417,1034],left")+
Mouse("[773,788],left")+
Key("shift:up")+
Key("2")+
Key("m")+
Key("shift:down")+
Mouse("[950,733],left")+
Mouse("[1346,237],left")+
Mouse("[578,246],left")+
Mouse("[772,788],left")+
Key("shift:up")+
Key("3")+
Key("m")+
Key("shift:down")+
Mouse("[762,309],left")+
Mouse("[1344,305],left")+
Mouse("[1180,746],left")+
Mouse("[773,789],left")+
Key("shift:up")+
Key("4")+
Key("m")+
Key("shift:down")+
Mouse("[1239,806],left")+
Mouse("[1251,243],left")+
Mouse("[836,407],left")+
Mouse("[775,789],left")+
Key("shift:up")+
Key("5")+
Key("m")+
Key("shift:down")+
Mouse("[881,458],left")+
Mouse("[1171,404],left")+
Mouse("[1100,641],left")+
Mouse("[777,789],left")+
Key("shift:up")+
Key("6")+
Key("m")+
Key("shift:down")+
Mouse("[1133,699],left")+
Mouse("[1164,410],left")+
Mouse("[776,790],left")+
Key("shift:up")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"shift":#hold shift
Mimic("release")+
Mouse("left")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"spark":#convert energy to mass, after prep
Mimic("release")+
Key("8")+
Key("c-z")+
Key("c-8")+
Key("a-m")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"spread":#attack with all under pointer
Mimic("release")+
Mouse("left:2/5")+
Key("s/5")+
Key("c-7/5")+
Mouse("right:down/40")+
Key("shift:down/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"spreader":#attack with click and drag selected
Mimic("release")+
Mouse("left:down")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("200")+
Mouse("left:up")+
Key("s/5")+
Key("c-7/5")+
Mouse("right:down/40")+
Key("shift:down/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"stop[<n>]":#stop unit or building
Mimic("release")+
(
Mouse("left:down")+
Mouse("left")+
Key("s")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("100")
)
*Repeat(extra="n")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"stops":#stop all under pointer
Mimic("release")+
Mouse("left:2")+
Key("s")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"then":#selected, to point, queue
Key("shift:down/5")+
Mouse("right/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"track":#stop tracking
Mimic("release")+
Key("t/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"wait":#CHANGE THIS TO KEYSTROKE, pause
Mimic("release")+
Mouse("left:down")+
Mouse("left")+
Function(get_position)+
Mouse("[926,1075]")+
Mouse("[926,1075],left")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"walk":#unit under pointer, to point, queued
Mimic("release")+
Mouse("left")+
PlaySound(r"C:\Program Files\VoiceWorks\beep.wav")+
Pause("200")+
Key("shift:down/5")+
Mouse("right/5")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
"work[<n>]":#idle workers, to point, now
Mimic("release")+
Key("c-7")+
(
Key("a-dot")+
Mouse("right")+
Key("s-7")+
Key("c-7")+
Key("7")#this makes it work
)
*Repeat(extra="n")+
Key("shift:down")+
PlaySound(r"C:\Program Files\VoiceWorks\dungk1.wav"),
#orders
#produce
"art[<n>]":#mobile artillery
Mimic("release")+
Mimic("barrack")+
Mouse("right")+
Key("b/5")+
(
Key("r/5")
)
*Repeat(extra="n")+
Key("b/5")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"blaster[<n>]":#big gunship
Mimic("release")+
Mimic("factory")+
Mouse("right")+
Key("b")+
(
Key("a")
)
*Repeat(extra="n")+
Key("b")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"bomb[<n>]":#bomber
Mimic("release")+
Mimic("airport")+
Key("b/5")+
(
Key("r/5")
)
*Repeat(extra="n")+
Key("b/5")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"dog[<n>]":#worker
Mimic("release")+
Mimic("factory")+
Mouse("right")+
Key("b")+
(
Key("e")
)
*Repeat(extra="n")+
Key("b")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"fly[<n>]":#fighter
Mimic("release")+
Mimic("airport")+
Mouse("right")+
Key("b/5")+
(
Key("f/5")
)
*Repeat(extra="n")+
Key("b/5")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"blast[<n>]":#gunship
Mimic("release")+
Mimic("airport")+
Mouse("right")+
Key("b/5")+
(
Key("g/5")
)
*Repeat(extra="n")+
Key("b/5")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"sharp[<n>]":#sharpshooter
Mimic("release")+
Mimic("barrack")+
Mouse("right")+
Key("b/5")+
(
Key("n/5")
)
*Repeat(extra="n")+
Key("b/5")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"sting[<n>]":#anti-air
Mimic("release")+
Mimic("barrack")+
Mouse("right")+
Key("b")+
(
Key("i")
)
*Repeat(extra="n")+
Key("b")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"tank[<n>]":#tank
Mimic("release")+
Mimic("barrack")+
Mouse("right")+
Key("b/5")+
(
Key("t/5")
)
*Repeat(extra="n")+
Key("b/5")+
Function(get_position)+
Mouse("[885,1075]")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav")+
Pause("250")+
Function(set_position)+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
#produce
#research menu
"show":#show the menu
Mimic("release")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one air":#air
Mimic("release")+
Key("tab/10")+
Mouse("[852,368],left")+#air
Mouse("[757,671],left")+#veterancy
Mouse("[982,673],left")+#cost
Mouse("[1094,672],left")+#time
#Mouse("[868,615],left")+#gunship
#Mouse("[737,485],left")+#radar
#Mouse("[848,427],left")+#vision
Mouse("[1094,728],left")+#regeneration
Mouse("[868,727],left")+#health
Mouse("[980,726],left")+#shield
Mouse("[757,784],left")+#train 1
Mouse("[869,783],left")+#train 2
Mouse("[979,783],left")+#train 3
Mouse("[1091,783],left")+#train 4
Mouse("[1204,784],left")+#train 5
Mouse("[1213,782]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one blast":#gunship
Mimic("release")+
Key("tab/10")+
Mouse("[852,368],left")+#air
Mouse("[757,671],left")+#veterancy
Mouse("[868,615],left")+#gunship
Mouse("[1033,611],left")+#big gunship
Mouse("[1045,610]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one bomb":#bomber
Mimic("release")+
Key("tab/10")+
Mouse("[849,368],left")+#air
Mouse("[757,503],left")+#radar
Mouse("[869,448],left")+#vision
Mouse("[981,503],left")+#cluster
Mouse("[1150,504],left")+#torpedo
Mouse("[981,447],left")+#camera
Mouse("[1093,448],left")+#duration
Mouse("[1102,446]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one com":#commander
Mimic("release")+
Key("tab/10")+
Mouse("[1171,367],left")+#acu
Mouse("[757,559],left")+#health
Mouse("[813,672],left")+#damage
Mouse("[924,727],left")+#build cost
Mouse("[935,727]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"two com":#commander
Mimic("release")+
Key("tab/10")+
Mouse("[1171,367],left")+#acu
Mouse("[757,559],left")+#health
Mouse("[813,672],left")+#damage
Mouse("[924,727],left")+#build cost
Mouse("[870,560],left")+#vision
Mouse("[982,617],left")+#radar
Mouse("[812,504],left")+#regeneration
Mouse("[924,672],left")+#range
Mouse("[925,505],left")+#hunker 1
Mouse("[981,448],left")+#health
Mouse("[1092,448],left")+#anti-aircraft
Mouse("[1150,615],left")+#radar jammer
Mouse("[982,560],left")+#veterancy
Mouse("[1037,672],left")+#missile launcher
Mouse("[1148,672],left")+#artillery
Mouse("[1035,726],left")+#energy income
Mouse("[1149,728],left")+#overcharge
Mouse("[1093,560],left")+#jump 1
Mouse("[1203,560],left")+#jump 2
Mouse("[1035,504],left")+#hunker 2
Mouse("[867,614],left")+#torpedo
Mouse("[1148,504],left")+#escape pod
Mouse("[757,784],left")+#train 1
Mouse("[869,783],left")+#train 2
Mouse("[979,783],left")+#train 3
Mouse("[1091,783],left")+#train 4
Mouse("[1204,784],left")+#train 5
Mouse("[1217,796]/5")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one deaf":#defensive apparatus
Mimic("release")+
Key("tab/10")+
Mouse("[1061,365],left")+#structure
Mouse("[757,672],left")+#radar
Mouse("[869,672],left")+#artillery
Mouse("[980,728],left")+#canon
Mouse("[1092,727],left")+#anti-aircraft
Mouse("[1204,729],left")+#engineering tower
Mouse("[1213,727]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one fly":#radar and vision
Mimic("release")+
Key("tab/10")+
Mouse("[852,368],left")+#air
Mouse("[737,485],left")+#radar
Mouse("[848,427],left")+#vision
Mouse("[876,439]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one land":#land units
Mimic("release")+
Key("tab/10")+
Mouse("[745,369],left")+#land
Mouse("[752,667],left")+#regeneration
Mouse("[864,723],left")+#radar
Mouse("[976,724],left")+#vision
Mouse("[864,611],left")+#health
Mouse("[757,784],left")+#train 1
Mouse("[869,783],left")+#train 2
Mouse("[979,783],left")+#train 3
Mouse("[1091,783],left")+#train 4
Mouse("[1204,784],left")+#train 5
Mouse("[1217,796]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one long":#long range artillery
Mimic("release")+
Key("tab/10")+
Mouse("[1063,369],left")+#structure
Mouse("[758,673],left")+#radar
Mouse("[870,673],left")+#short artillery
Mouse("[981,616],left")+#harden
Mouse("[1092,617],left")+#long artillery
Mouse("[1106,615]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one mass":#income
Mimic("release")+
Key("tab/10")+
Mouse("[1060,365],left")+#structure
Mouse("[758,505],left")+#build cost
Mouse("[868,447],left")+#build time
Mouse("[982,503],left")+#research income
Mouse("[1092,447],left")+#mass income
Mouse("[1204,448],left")+#mass converter
Mouse("[981,448],left")+#energy income
Mouse("[1212,447]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one shield":#nuke defense
Mimic("release")+
Key("tab/10")+
Mouse("[1065,366],left")+#structure
Mouse("[757,504],left")+#cost
Mouse("[848,558],left")+#health
Mouse("[961,557],left")+#shield
Mouse("[1073,556],left")+#nuke defense silo
Mouse("[1109,562]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one short":#short range artillery
Mimic("release")+
Key("tab/10")+
Mouse("[1061,365],left")+#structure
Mouse("[757,671],left")+#radar
Mouse("[868,670],left")+#short artillery
Mouse("[981,672],left")+#range
Mouse("[981,616],left")+#harden
Mouse("[994,670]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one sharp":#sharpshooter
Mimic("release")+
Key("tab/10")+
Mouse("[747,368],left")+#land
Mouse("[752,555],left")+#weapon range
Mouse("[864,498],left")+#demolisher
Mouse("[976,444],left")+#sharpshooter
Mouse("[988,437]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one struct":#structures
Mimic("release")+
Key("tab/10")+
Mouse("[1061,365],left")+#structure
Mouse("[757,504],left")+#cost
Mouse("[869,448],left")+#time
Mouse("[870,504],left")+#regeneration
Mouse("[869,561],left")+#health
Mouse("[757,784],left")+#train 1
Mouse("[869,783],left")+#train 2
Mouse("[979,783],left")+#train 3
Mouse("[1091,783],left")+#train 4
Mouse("[1204,784],left")+#train 5
Mouse("[1217,796]")+
Pause("200")+
Key("tab/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
#research menu
#structure add-ons
"all add":#add all factory upgrades
Mimic("release")+
Mimic("factory")+
Key("b/5")+
Key("2/5")+
Key("a/5")+
Key("s/5")+
Key("i/5")+
Key("t/5")+
Key("b/5")+
PlaySound(r"C:\Program Files\VoiceWorks\boop.wav"),
"one add":#TML
Mimic("release")+
Mimic("factory")+
Key("b/5")+
Key("2/5")+
Key("t/5")+
Key("b/5")+
Mouse("[460,1162]/5")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
"two add":#anti-aircraft
Mimic("release")+
Mimic("factory")+
Key("b/5")+
Key("2/5")+
Key("a/5")+
Key("b/5")+
Mouse("[460,1162]/5")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
"three add":#intel
Mimic("release")+
Mimic("factory")+
Key("b/5")+
Key("2/5")+
Key("i/5")+
Key("b/5")+
Mouse("[460,1162]/5")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
"four add":#shield
Mimic("release")+
Mimic("factory")+
Key("b/5")+
Key("2/5")+
Key("s/5")+
Key("b/5")+
Mouse("[460,1162]/5")+
PlaySound(r"C:\Program Files\VoiceWorks\whiht1.wav"),
#structure add-ons
Technical Details
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Path: mbox-mo1.pugleaf.net!border1.nntp.dca3.giganews.com!border3.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!npeer02.iad.highwinds-media.com!news.highwinds-media.com!feed-me.highwinds-media.com!news.glorb.com!news-xfer.nntp.sonic.net!news.astraweb.com!border6.newsrouter.astraweb.com!not-for-mail Newsgroups: comp.sys.ibm.pc.games.strategic Subject: Re: Supreme Commander 2 voice-activated scripts From: John Doe <jdoe@usenetlove.invalid> References: <4cc09a62$0$30848$c3e8da3$670ba073@news.astraweb.com> User-Agent: Xnews/2006.08.05 Date: 17 May 2011 17:15:21 GMT Lines: 828 Message-ID: <4dd2ad28$0$2153$c3e8da3$38634283@news.astraweb.com> Organization: Unlimited download news at news.astraweb.com NNTP-Posting-Host: 08b5426b.news.astraweb.com X-Trace: DXC=L01iK`^95@D0O6dPiicVTIL?0kYOcDh@J9WHTNTLo2DI\>T:^Al174HU@<j_i<C@0LNDS`UdXXd@E58??Ha=fX<Of[970D9jL_MlJ@\Q_OThaH Bytes: 25358 X-Original-Bytes: 25283 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit