Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting PSI/SUPPLYS with EUD !!
Detecting PSI/SUPPLYS with EUD !!
Nov 9 2008, 5:49 am
By: iCafeMoto  

Nov 9 2008, 5:49 am iCafeMoto Post #1



i want to find a way to detect a player's supplys

addresses for supplys (P1-P4)..

P1's psi: 0x00581DCC
P2's psi: 0x00581DD0
P3's psi: 0x00581DD4
P4's psi: 0x00581DD8

.... BUT THEY ARE OUT OF THE RANGE OF EUD...!!!

what do i do now?

ps: i dont want to find the # of units, i want to find actual PSI



None.

Nov 9 2008, 5:50 am iCafeMoto Post #2



ehh, just thought of something, brb

edit: nvm, didnt work



None.

Nov 9 2008, 6:14 am Conspiracy Post #3



Quote from iCafeMoto
i want to find a way to detect a player's supplys

addresses for supplys (P1-P4)..

P1's psi: 0x00581DCC
P2's psi: 0x00581DD0
P3's psi: 0x00581DD4
P4's psi: 0x00581DD8

.... BUT THEY ARE OUT OF THE RANGE OF EUD...!!!

what do i do now?

ps: i dont want to find the # of units, i want to find actual PSI

Try:
P1's psi: 0x581DCC
P2's psi: 0x581DD0
P3's psi: 0x581DD4
P4's psi: 0x581DD8

should work. Though I came up with a totally different address...



None.

Nov 9 2008, 6:15 am iCafeMoto Post #4



they don't work, u try them..

edit:

00581DCC is before the death table start 0058A34C

the eud database site lists them wrong



None.

Nov 9 2008, 6:17 am Conspiracy Post #5



Quote from iCafeMoto
they don't work, u try them..

Where did you get these addresses? Off of that one EUD Database?



None.

Nov 9 2008, 6:18 am iCafeMoto Post #6



no, i found those addresses, addresses on eud database are wrong + out of range



None.

Nov 9 2008, 6:21 am Conspiracy Post #7



Thats funny, what you use to detect your addresses?

For Player 1 I get: 022C8990, plus I tested it, and it went up as I built more pylons...



None.

Nov 9 2008, 6:24 am iCafeMoto Post #8



use integers (standard)

022C8990 is WAY out of eud range



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Nov 9 2008, 6:26 am iCafeMoto Post #9



Quote
For Player 1 I get: 022C8990, plus I tested it, and it went up as I built more pylons...

ROFL, i want supplys/psi... not number of buildings and/or total amount of units



None.

Nov 9 2008, 6:27 am Conspiracy Post #10



Is there some new EUDTrig that I am not aware of? Because the one i have is set for 1.15.2, is there anyway to set it for 1.15.3?



None.

Nov 9 2008, 6:28 am iCafeMoto Post #11



the offsets and low/high eud bounds are still the same..



None.

Nov 9 2008, 6:29 am Conspiracy Post #12



You do realize that whenever there is a new patch they scramble all the EUD addresses?



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Nov 9 2008, 6:30 am Elvang Post #13



I think if you go to Options->Version->Other and enter the offset it asks for (Deaths of marine for P1) that it'll work for whatever version your using.

EDIT: Too slow :).



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Nov 9 2008, 6:34 am iCafeMoto Post #14



Quote from name:Epoch
You do realize that whenever there is a new patch they scramble all the EUD addresses?

00581DCC and ALL the other addresses u listed is BEFORE the death table start (0058A34C).

The EUD DB lists the addresses wrong, half the addresses on the first page are BEFORE 0058A34C

and.. THERE ARE NO CHANGES FROM 1.15.2 to 1.15.3

pce



None.

Nov 9 2008, 6:37 am Conspiracy Post #15



Quote from iCafeMoto
Quote from name:Epoch
You do realize that whenever there is a new patch they scramble all the EUD addresses?

00581DCC and ALL the other addresses u listed is BEFORE the death table start (0058A34C).

The EUD DB lists the addresses wrong, half the addresses on the first page are BEFORE 0058A34C

and.. THERE ARE NO CHANGES FROM 1.15.2 to 1.15.3

pce

You have to realize they could have changed the table making it impossible for EUDTrig to be able to read it, because there is a set table for it.



None.

Nov 9 2008, 6:49 am Ultraviolet Post #16



You could cycle through all of a players units periodically depending on how often you needed to check their psi. As you cycled through you'd give their units to a different player and add a death for some unit for each psi amount they take up (add 2 deaths for a zealot, 1 for a probe, etc). Once they had no men you'd give all men owned by that player back to the original player and you'd have their psi amount with that deaths value. What exactly are you trying to do?




Nov 9 2008, 11:58 am NudeRaider Post #17

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from name:NerdyTerdy
You could cycle through all of a players units periodically depending on how often you needed to check their psi. As you cycled through you'd give their units to a different player and add a death for some unit for each psi amount they take up (add 2 deaths for a zealot, 1 for a probe, etc). Once they had no men you'd give all men owned by that player back to the original player and you'd have their psi amount with that deaths value. What exactly are you trying to do?
To extend that for available psi (only if not already exceeded to red):
As long as the death counter is < 200 create marines for the player in a seperate location. Remove the marines after you reach 200 deaths.




Nov 9 2008, 6:29 pm Hercanic Post #18

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

Cycling through all the units seems a little interruptive. Why not just have a death counter that adds when you create units, and subtracts when you lose units? The amount would be based on how much psi those units take up, so your death counter would reflect your psi count.

How does Starcraft see Mind Control? When you MC a unit, is that considered a Unit Creation? What about the player who loses the unit to MC? Is that considered a Unit Death?




Nov 9 2008, 7:17 pm NudeRaider Post #19

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You cannot detect creation of units directly.

You could compare the units this trigger loop with the units of last. But that would require a huge amount of triggers as you would need 1 trigger for every possible amount of that unit the player can have.

I'm not sure if MC counts to the 'units built' counter you can see after the game. I'd guess it does but you can test this very easily. You gain complete control over the unit. It's the same as the 'give unit' action. So yes, that unit adds to your death counts.




Nov 9 2008, 8:21 pm Biophysicist Post #20



Quote from name:Epoch
Thats funny, what you use to detect your addresses?

I'm pretty sure you can use CheatEngine to find EUD addresses. Type in the value (Psi, in this case), click "First scan", change it (build a unit), click "Next scan", and repeat the changing+scanning until you have only one address listed. *could be wrong*



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