Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Interesting korean trigger....?
Interesting korean trigger....?
Dec 29 2010, 7:54 pm
By: Zhuinden  

Dec 29 2010, 7:54 pm Zhuinden Post #1



//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Deaths("Current Player", "Aldaris (Templar)", At least, 536);

Actions:
Set Deaths("Invalid Player", "Invalid Unit", Invalid nummod, 0);
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
Victory();
}


This is what I found in 2 fairly new korean maps. If you click on them, they crash, and they disable access to the other triggers in the map. Kinda fun. Does anyone else know anything about this?



None.

Dec 29 2010, 9:30 pm NudeRaider Post #2

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

provide the map please




Dec 29 2010, 11:24 pm Zhuinden Post #3



https://dl.dropbox.com/u/4363931/Omega_Fighters_v1.56_Liteu.scx

Here you go. This is unprotected and has the trigger I mentioned.



None.

Dec 29 2010, 11:47 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

It's just there to crash editors...
aldaris' death count won't reach that value




Dec 29 2010, 11:56 pm swb4u1 Post #5



Just to protect the map by placing error trigger



None.

Dec 30 2010, 3:13 am Zhuinden Post #6



Yeah I kinda gathered that, but the question is, did you know that there is such a crash trigger for editors? xD It's so annoying!



None.

Dec 30 2010, 4:42 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

I never knew it was possible, but I don't doubt it at all. You can put in whatever you want into the trigger parameters.



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

Dec 30 2010, 4:50 am Lanthanide Post #8



Presumably this crashes the classic trigger editor, but not the text editor present in Scmdraft?

If that's the case, why would you bother? Anyone who wanted to edit the map could just delete it via the text editor and carry on unhindered.



None.

Dec 30 2010, 10:11 am Zhuinden Post #9



Well ever since the text editor messed up a trigger for me involving Aldaris templars, I don't trust it.



None.

Dec 30 2010, 11:22 am Ahli Post #10

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Lanthanide
Presumably this crashes the classic trigger editor, but not the text editor present in Scmdraft?

If that's the case, why would you bother? Anyone who wanted to edit the map could just delete it via the text editor and carry on unhindered.
That's what I did. :D but I didn't save the map. My scmdraft still crashed after closing the map.
I guess that trigger was created via hex editing because the many victory actions should be more visible in the hex code. At least I think that it's not difficult to do that (I never did that).

edit: my winMPQ can't extract the .chk :S I know from the file's size which one is the right one but winmpq just crashes.

Quote from Zhuinden
Well ever since the text editor messed up a trigger for me involving Aldaris templars, I don't trust it.
Unit ID 84 isn't cursed. It only shares the weapon with Tassadar. Which trigger did mess up and how did you notice that?




Dec 30 2010, 11:24 am The Starport Post #11



I've built almost half a dozen maps using only text triggers. Seemed trustworthy enough to me.



None.

Dec 30 2010, 1:47 pm Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Here is the trigger action that is crashing the editor:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C7 A4 ED E7 00 00 00 00 44 BC 2D 06 14 00 00 00
SC1 wiki
The appendix isn't on the page with all the lookup data. :S
Let's see if I can add it there. It's still in the exported wiki articles (here) in the stickied topic in this forum.

what I can read out of that action:
-affected player group: (I don't understand the format, why are 4 bytes used for that?) player group #3349474791 ?
(or should this be the unitID & the player# combined?)
-unit: ID:17596 (or should this be the value because EUD actions use player# & unitID combined?)
-Set Deaths trigger action (trigger action #45)
-modifier: #6 (7,8,9 are allowed for setDeaths), 6 is NOT (toogle) modifier
-flags: 20(dez) = 00010100 -> action is enabled, unit propertys is used, unit ID is used (nothing special I think)




Dec 31 2010, 4:07 am rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

-00 00 00 00 4 byte long: 'Source' or only location (#1 based)
Location 0
-00 00 00 00 4 byte long: String number for trigger text
String 0
-00 00 00 00 4 byte long: String number of. WAV file
String 0
-00 00 00 00 4 byte long: Seconds/milliseconds of time
0 ms
-C7 A4 ED E7 4 byte long: First, or only group/player affected.
Player #3349474791/-945492505 or 3891111111/-403856185. I think that 3891111111 is more likely. Remember that it's little endian.
-00 00 00 00 4 byte long: Second group affected, destination location (1-based), CUWP #, number, AI script, switch
there is no second player
-44 BC 2 byte integer: Unit/score/resource type/alliance status
unit ID:48196
-2D 1 byte: Action byte. See appendix.
Set Deaths
- 06 1 byte: Number of units/switch action/unit order/modify type. 0 specifies all units.
Toggle
-14 1 byte: Flags
Unit Type is used, Always display. Both are part of all Set Deaths triggers I think.
-00 00 00
junk.

So the trigger reads:
Set deaths of UnitID:48196 for player 3891111111: Toggle 0.

The player number and UnitID are nothing special. The hard part is the "toggle" on the set deaths action. I would be willing to bet this would crash SC too.



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

Jan 3 2011, 4:05 am DavidJCobb Post #14



Quote from rockz
So the trigger reads:
Set deaths of UnitID:48196 for player 3891111111: Toggle 0.

The player number and UnitID are nothing special. The hard part is the "toggle" on the set deaths action. I would be willing to bet this would crash SC too.
Now, that is clever. I wonder if similarly invalid actions are possible via hex editing... Would something like "Subtract Switch 1" also break editors?



None.

Jan 3 2011, 3:21 pm rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

probably. Certainly any trigger is possible to make into a map, but not every trigger will be compatible with starcraft. Considering actions aren't actually run until the condition is met, perhaps a simple "FF" fill would make a trigger crash?



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

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