Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stim pack detection
Stim pack detection
Jul 10 2009, 6:35 pm
By: Toothfariy
Pages: < 1 2 3 4 >
 

Jul 10 2009, 11:25 pm Toothfariy Post #21



Okay, i should get dat edit then; im using art money like the tutorial told me to use

the unit i want to detect is Gui Montag

but how did u you the (0x59ccb1 - 0x58a364)/4? i presume you use a hex calculator or somthing?

Post has been edited 1 time(s), last time on Jul 10 2009, 11:32 pm by Toothfariy.



None.

Jul 10 2009, 11:46 pm crutex Post #22



convert the hex to decimal if you want



None.

Jul 11 2009, 12:18 am Toothfariy Post #23



ah i see

im still not sure how you found the 0x58a364 number

i dont see it in that ss ><



None.

Jul 11 2009, 12:42 am crutex Post #24



Quote from Toothfariy
ah i see

im still not sure how you found the 0x58a364 number

i dont see it in that ss ><
that's the location of the death table, someone else figured it out.
it changes sometimes with a patch update.



None.

Jul 11 2009, 1:42 am rockz Post #25

ᴄʜᴇᴇsᴇ ɪᴛ!

the ss was for crutex, ignore it toothfairy, sorry.

0x58a364 is player 1 deaths of terran marine (you kill a marine, search for 1, kill another marine, filter for 2, kill another marine, filter for 3, ad infinitum). Did you check my link? It was right there.

The 19027 is in decimal. If it was in hex, I would have put either a 0x in front of it or somehow designated (hex).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 11 2009, 2:07 am Toothfariy Post #26



yeah i looked at the link

i didnt find a firebat or gui montag in that database

so do i search for terran marine, or like death or somthing?



None.

Jul 11 2009, 3:51 am rockz Post #27

ᴄʜᴇᴇsᴇ ɪᴛ!

Have you followed that tutorial and made an EUD health detection map yet?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 11 2009, 4:02 am Toothfariy Post #28



i've been trying to, but i dont know how to find that bit of information so i can detect if a firebat uses stim pack or not

i cant find any information on how to get the units death table information, and if i can get that, then ill be able to make the map

edit: i made one for the marine, and it works. i would like to know how to find other units death tables though

Post has been edited 1 time(s), last time on Jul 11 2009, 4:17 am by Toothfariy.



None.

Jul 11 2009, 5:17 am crutex Post #29



Quote from Toothfariy
i've been trying to, but i dont know how to find that bit of information so i can detect if a firebat uses stim pack or not

i cant find any information on how to get the units death table information, and if i can get that, then ill be able to make the map

edit: i made one for the marine, and it works. i would like to know how to find other units death tables though
Do you mean you got stim detection to work for marine? Would you mind posting your map? thanks!



None.

Jul 11 2009, 5:28 am Toothfariy Post #30



Here it is. it works, but its only for the marine. when i find the other numbers i need, i can make it for jim raynor and for firebats and gui montag

and i can do the same for using spells.

Attachments:
EUDMARINE.scx
Hits: 2 Size: 38.42kb



None.

Jul 11 2009, 5:34 am crutex Post #31



eh it seems very glitchy on detecting the marine (such as first stim working and next ones not)



None.

Jul 11 2009, 5:37 am Toothfariy Post #32



well i didnt go too in depth with it

i just have it for 1 stim lol

i could set it up for multiple stim packs i suppose

edit: this one is for unlimited stimpacks now, and its got hypers, so its fast :)

Attachments:
EUDMARINE.scx
Hits: 4 Size: 38.85kb

Post has been edited 1 time(s), last time on Jul 11 2009, 5:44 am by Toothfariy.



None.

Jul 11 2009, 5:38 am crutex Post #33



Quote from Toothfariy
well i didnt go too in depth with it

i just have it for 1 stim lol

i could set it up for multiple stim packs i suppose
i mean even preserving that trigger does not work.



None.

Jul 11 2009, 5:51 am rockz Post #34

ᴄʜᴇᴇsᴇ ɪᴛ!

the tutorial TELLS you exactly what to do. Make the map, then it will make more sense. You can't just make an EUD concept map without being first introduced in the making of an EUD trigger, and the understanding of how the memory works.

FYI, the units all follow this:Unitnode Reference
There is a section in there which references the UnitID number. If you were to open up the SC memory, you can find each of these as long as you know the starting position of the units. I highly recommend you make a map, place a unit, then open up the memory map and just look at the code to see if you can identify what numbers represent what.

I'll explain how to find the bit (but I'm not certain it will work) which detects speed/cooldown upgrade.
Collapsable Box

Quote from crutex
i mean even preserving that trigger does not work.
he detected the health of the marine when it's 30.

Post has been edited 1 time(s), last time on Jul 11 2009, 5:57 am by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 11 2009, 6:14 am Toothfariy Post #35



Okay... now im super confused again

by memory map what do you mean?

and how do i know the start position for them then?



None.

Jul 11 2009, 6:38 am rockz Post #36

ᴄʜᴇᴇsᴇ ɪᴛ!

This shows the memory map for the first unit placed on my map (a tank, with 150 hp). I used artmoney (under memory editor).


You'll note that 0x59ccb1 is 96, which corresponds to the 150 hp. Looking at the memory and the unitnode reference we can now see that 0x59cca8 is the start of the unit, and corresponds to the previous unit (00 00 00 00). The next 4 bytes is the next unit (00 00 00 00, I only have one unit on the map). There's a few others:

+0x64 - WORD wUnitID
is 0x59CD0C, and is 05 00, which is a siege tank's unitid.

+0xDC - DWORD dwStatus
0x59CD84 reads 01 00 13 00
That means it has numerous flags checked:1 0011 0000 0000 0000 0001. Note the 3rd byte is 13, which is 10011 in binary.
this is the first byte
yes 00000001(0x1) - Is Completed
no 00000010(0x2) - Is on ground? or is it is unit...
no 00000100(0x4) - Is in air
no 00001000(0x8) - Checked for disabled, if it is 00001000, then the unit is disabled(/unpowered?)
no 00010000(0x10) - Checked for burrowing purposes, if it is 00010000, then the unit is burrowed
no 00100000(0x20) - Unit is entering a building
no 01000000(0x40) - unit is entering a transport
no 10000000(0x80) -
This is the 2nd byte
no 00000001(0x100) - Checked for invisible purposes, if it is 00000001, then the unit requires a detector?
no 00000010(0x200) - checked for cloak?
no 00000100(0x400) - deals with doodad states? if set, is disabled
no 00001000(0x800) - Unit cloaking doesn't need energy decrease
no 00010000(0x1000) - Unit is in unbreakable code section? Cannot receive orders
no 00100000(0x2000) - Set by nobrkcodestart
no 01000000(0x4000) -
no 10000000(0x8000) - cannot attack if set
This is the 3rd byte
yes 00000001(0x10000)
yes 00000010(0x20000) - Is a Building?
no 00000100(0x4000000) - Invincible
yes 00001000(0x8000000)
no 00010000(0x10000000) - Speed upgrade
no 00100000(0x20000000) - cooldown upgrade



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 11 2009, 6:42 am Jack Post #37

>be faceless void >mfw I have no face

I probably shouldnt hijack this topic but this is for a similiar thing: if you are trying to detect when a unit has fired, you would search for ground weapon cooldown, right? So using artmoney wnuld you search for the hex 0x55 while running the map? And for stim detection it would be 0x57? But then how do you detect which specific unit did the stim or attacked? Is there an equation for that?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 11 2009, 6:46 am rockz Post #38

ᴄʜᴇᴇsᴇ ɪᴛ!

stim isn't a spell. If you had actually looked at the numbers, you'd know that when you shoot, the cooldown timer goes up for all 3 values. It's kind of pointless. Stim detection is either detecting when you lose 10 hp or detecting when you have the speed upgrade (I think). Actually, there may be a stim timer somewhere.

balls, there is

+0x110 - WORD wRemoveTimer
Hallucination, DSwarm, DWeb, Broodling
+0x112 - WORD wDMatrixDamage
+0x114 - BYTE bDMatrixTimer
+0x115 - BYTE bStimTimer
+0x116 - BYTE bEnsnareTimer
+0x117 - BTYE bLockdownTimer
+0x118 - BYTE bIrradiateTimer
+0x119 - BYTE bStatisTimer
+0x11A - BYTE bPlagueTimer

haw haw. In any case, it's the 2nd byte, so you can't detect stim when snared via this method. You also can't detect snare when locked.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 11 2009, 7:16 am Jack Post #39

>be faceless void >mfw I have no face

K but for firing detection?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 11 2009, 7:52 am rockz Post #40

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote
If you had actually looked at the numbers, you'd know that when you shoot, the cooldown timer goes up for all 3 values. It's kind of pointless.




"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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