Is here possible to edit target memory unit(ex. deatchs of unit 245) in SCMDraft? I downloaded
http://www.staredit.net/topic/9519/#201370, but i found nothing.
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Modifying extended unit deaths (and therefore modifying SC's memory) was disabled back around patch 1.13, I think. It wouldn't have been terribly difficult to plant viruses in someone's computer that way - memory modification is dangerous.
Even though you could change unit weapons, give units spells they didn't have before, etc...
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Bah, by "memory modification" i mean example changing kill count, getting keysates etc.etc.
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That would be AWFULLY nice, now wouldn't it? You could make kills to cash perfect without anything fancy. If you understand the concept enough, you can use starforge to make the triggers by editing the conditions.lst and actions.lst files to input numbers (ie... unit number rather than unit unit). If you roll back to 1.13, they will work fine.
EUD conditions still work. EUD actions do nothing. The best you can do is display a leaderboard of kills of an extended unit, to display 75% of the adresses after kills in game.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
So example i can detect hp of target units, but cant substract number of kills?
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yep.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I have one more question about EUD keys. How to detect if key is not pressed? Actually in my map I placed detach-timer cooldown for all keys, but I think better will be switch (press key = set, all released = clear). Somebody discovered what is key value when released?
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Set a switch at the beginning of every trigger cycle. If the key is pressed, clear the switch. Then, if the switch is set, the key is not pressed.
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Ya, i want it, but with relasing switch if here is no keys. I'm using hypper triggers, so i must detect if here is no key pressed.
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Ya, i want it, but with relasing switch if here is no keys. I'm using hypper triggers, so i must detect if here is no key pressed.
Yeah, you release the switch right before you run the condition with the keypress detection. Then, have any triggers that need to know whether or not that key is being pressed be after the trigger detecting keypresses.
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Detect if the number is 0 (instead of 256, 1, or whatever the number you're using). If you want to be technical about it, detect if it is NOT 256, by detecting if it's less than 255 or greater than 257. Exactly 0 works just fine though and only can mess up in the slightest of circumstances.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Yeah, you release the switch right before you run the condition with the keypress detection. Then, have any triggers that need to know whether or not that key is being pressed be after the trigger detecting keypresses.
But key need cooldown or it will activate action again. Have you ever used EUD keys?
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Yeah, you release the switch right before you run the condition with the keypress detection. Then, have any triggers that need to know whether or not that key is being pressed be after the trigger detecting keypresses.
But key need cooldown or it will activate action again. Have you ever used EUD keys?
Uhm, the keypress condition will not be filled whenever the keystroke it is detecting isn't being pressed. This means that the trigger firing that sets the switch, will not set the switch if the key it is detecting isn't being pressed. If you, in the trigger list, release the switch right before the keypress detecting trigger, you will release the switch right before the keypress detection trigger. Make sure that these two triggers are above anything, in the trigger list, that will require knowing whether or not that key is being pressed.
So look at it this way. Here is your trigger list:
Trigger List
Trigger1(clear switch 1)
Trigger2(If key 'x' is being pressed, set switch 1)
#As many triggers as you want inserted here..
Trigger3(If switch 1 is set, fire)
Now, any trigger that is below trigger 1 and 2 that requires switch 1 to be set (and by extension that certain key to be currently being pressed), will only fire when that key is being pressed. This is as accurate in increments of time as your triggers cycle, which is almost 12 times per second if you have hyper triggers.
Post has been edited 1 time(s), last time on Feb 3 2010, 5:25 pm by CecilSunkure.
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So I press and hold down x for 6 frames, or 3 trigger runs.
Collapsable Box
Frame 1
Trigger 1: Clear
Trigger 2: Set
Trigger 3: Fire
Frame 3
Trigger 1: Clear
Trigger 2: Set
Trigger 3: Fire
Frame 5
Trigger 1: Clear
Trigger 2: Set
Trigger 3: Fire
Frame 7
Trigger 1: Clear
Trigger 2: not set
Trigger 3: not fire
If I wanted to do something when I pressed x, just once, I'd be in trouble, since that thing just happened 3 times.
You have to detect when the player is NOT pressing the key to clear the switch. If you clear it every trigger run, it will constantly run, rather than run once. Keypress detection is also very slow.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Yeah, I forgot about that Rockz. The second EUD condition in Morph's map, per letter, is detecting when it isn't pressed. I understand the confusion now, sorry about that.
Post has been edited 1 time(s), last time on Feb 3 2010, 5:29 pm by CecilSunkure. Reason: Typo.
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No, the second EUD is identical to the first EUD, which is disabled. Keep in mind each DC sees 4 keypresses, so you only need 1 for every 4.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
No, the second EUD is identical to the first EUD, which is disabled. Keep in mind each DC sees 4 keypresses, so you only need 1 for every 4.
Oh dang, I thought I read somewhere that that is why there were two in that map. Were they just patched at some time, so new ones were needed? Or wait, why are there two identical ones with one disabled?
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Extended player deaths vs extended unit deaths. EPDs are the new EUD, due to the memory condition, and the ability to input negative player deaths. Player 20 deaths of terran marine is the same address as player 8 deaths of terran ghost, if I did the math in my head right.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"