Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Writing to SC's memory with extended units!
Writing to SC's memory with extended units!
Aug 7 2012, 3:17 am
By: Biophysicist
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Nov 7 2012, 1:39 am Roy Post #121

An artist's depiction of an Extended Unit Death

Quote from Mouse
Would this work in multiplayer? I'm thinking of making a map with 8 people and each one has a Probe, and I was wondering if I could change an SCV so it can build Protoss buildings for all 8 people. Is it possible?
Yes, it's possible (if you can find enough working units for it), but those Unit IDs are apart by 56 (and I don't know how stable building things would be), meaning you'd have to place 56 extended units for each SCV you want to turn into a Probe.




Nov 7 2012, 12:45 pm Mouse Post #122



Okay, that sounds do-able. I was also wondering, which unit do I use to make this? Idk how to make this in Scmdraft lol. Are they all the same in the example maps? Cuz I could just copy and paste the unit over. Thanks for the help Roy!

EDIT: I just need 56 Map Revealers for that current player and then I need to place that ID: 3900 unit?

EDIT 2: I also noticed that in the Wraith Shot SCV that there are 1366 map revealers. That shouldn't be necessary for this right?



None.

Nov 7 2012, 8:34 pm staxx Post #123



Quote from Mouse
EDIT: I just need 56 Map Revealers for that current player and then I need to place that ID: 3900 unit?
No, the 56 Roy is talking about are extended units (the killable scourge for example) By the way it would be 57 extended units you would need seeing as a probe is at 64 and an SCV is at 7.

Quote from Mouse
EDIT 2: I also noticed that in the Wraith Shot SCV that there are 1366 map revealers. That shouldn't be necessary for this right?
If you want to use the same method jjf used in his wraith shot, then yes you need to place 1366 map revealers because unit 1367 would be the one that gets its attributes altered by the 57 extended units (57 of ID: 3900). Although this would only account for 1 player, i'm also pretty sure you would need to alter the units command card to be able to make protoss buildings with your scv.

Another thing to keep in mind, if you plan on having your map playable on non-expansion, jjf's wraith shot method wont work on it.

I would personally use chia tyrants method. It's a lot more versatile and it works on both expansion and non-expansion.



None.

Nov 7 2012, 8:36 pm Mouse Post #124



I am so confused on how this works lol..

EDIT: Simply put: How would I be able to do this for P1-7 so each of them has an SCV that overlaps a Probe so the SCV can "build" Protoss buildings?

Post has been edited 1 time(s), last time on Nov 7 2012, 9:06 pm by Mouse.



None.

Nov 7 2012, 10:03 pm jjf28 Post #125

Cartography Artisan

Very difficult problem... it will require that you use 798 units in total (2 addresses, +57 to each, 7 different units = 2*57*7), and because of that it would actually be better to use the kill/death method to do this so you could actually get rid of the units after you've finished the operation.

here's from my spreadsheet:

Code
Index     Placed UnitID     Player # to change Unit Type     Player # to change Button Set
1367         3900                   223                             235
1368         3900                   139                             151
1369         3888                   199                             211
1370         3888                   115                             127
1371         3876                   175                             187
1372         3876                   91 - CRASHES                    103
1373         3858                   223                             235


Place your 7 scvs at index 1367, 1368, 1369, 1370, 1371, 1372, and 1373

Kill 57 of these: UnitID 3900, player 223; Kill 57 of these: UnitID 3900, player 235 (this will change the scv at 1367 to your probe-like scv, assuming it works)
Kill 57 of these: UnitID 3900, player 139; Kill 57 of these: UnitID 3900, player 151 (changes scv at 1368)
... etc

(This is a way to do it, this is not the only way nor are these extended units particularly friendly to map space)

Post has been edited 2 time(s), last time on Jan 29 2013, 9:23 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 7 2012, 10:08 pm Mouse Post #126



Am I able to remove all 1366 map revealers after they are created?



None.

Nov 7 2012, 10:14 pm staxx Post #127



yes after youve finished changing ur scv's youre free to remove the map revealers without it changing your scv's



None.

Nov 7 2012, 10:28 pm jjf28 Post #128

Cartography Artisan

you should allow the 798 extended units to take the place of half the map revealers (actually you would be above the unit limit if you didn't do this)



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 8 2012, 5:04 am Mouse Post #129



Okay so the way you worded this is odd.A player 223 UnitID 3900 kills 57 Map Revealers, then a player 235 UnitID 3900 will kill 57 more and this will change the SCV to a SProbeCV?



None.

Nov 8 2012, 5:40 am jjf28 Post #130

Cartography Artisan

Quote
Kill 57 of these: UnitID 3900, player 223; Kill 57 of these: UnitID 3900, player 235 (this will change the scv at 1367 to your probe-like scv, assuming it works)
Quote
A player 223 UnitID 3900 kills 57 Map Revealers, then a player 235 UnitID 3900 will kill 57 more and this will change the SCV to a SProbeCV?

You do not (and cannot) kill map revealers.

I'd say the way you reworded it is odd... I can't decipher what you're saying so here's another stab at that first line:

Kill 57 units that are all UnitID 3900 and belong to player 223, then kill 57 units that are all UnitID 3900 and belong to player 235 (this will make your scv at index 1367 have probe abilities)



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 8 2012, 6:08 am Leeroy_Jenkins Post #131



What is this "kill/death" method you speak of?



None.

Nov 8 2012, 6:13 am jjf28 Post #132

Cartography Artisan

Using the kill or death formulas (in the example I gave, the death formula in specific) to modify desired addresses.

IE: By killing a unit of ID:3900 that belongs to player 100, I edit the address given by the formula:
48*UnitID + 4*Player + 5808992
= 48*3900 + 4*100 + 5808992
= 5996592
where 5996592 is the address in base 10 (0x005B8030 would be the address in hex)

Post has been edited 3 time(s), last time on Nov 8 2012, 6:24 am by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 8 2012, 10:21 pm Mouse Post #133



See, my problem is that I don't understand what units I need to kill with. Do I use Firebats or something? And how do I stack the UnitID 3900 since it is a Marine?



None.

Nov 8 2012, 11:01 pm jjf28 Post #134

Cartography Artisan

it doesn't matter what unit you kill the ID:3900 or other extended units with, they just need to die for this to work.

ID:3900 is not a marine, SCMDraft will represent it with a marine; the true collision box of ID:3900 and the other extended units are actually quite weird; they appear to take up one pixel in height and something like 20 tiles in width - so you should place them each 1 or 2 y-pixels away from each-other to have them take up as little space as possible.

Post has been edited 1 time(s), last time on Nov 8 2012, 11:06 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 8 2012, 11:04 pm Leeroy_Jenkins Post #135



So, he would need to have 798 extended units, placed with the spacing shown below?



Is there a better way to do this? Because if it needs to be done as spaced out as the above picture, is this even possible to do without taking up the entire space of a 256x256 map?



None.

Nov 8 2012, 11:08 pm jjf28 Post #136

Cartography Artisan

Edited above post, no they don't need to be spaced like that, I was placing them in a lazy manner when I made that map (or the map that uses similar spacing to what's in the screenpic)



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 8 2012, 11:11 pm Leeroy_Jenkins Post #137



Quote from jjf28
Edited above post, no they don't need to be spaced like that, I was placing them in a lazy manner when I made that map (or the map that uses similar spacing to what's in the screenpic)

So, what would be the way to place them that would take up the least space? I'm confused, because I thought that was the closest the firebats could be. Also, I take it these extended units are not stackable?



None.

Nov 8 2012, 11:19 pm jjf28 Post #138

Cartography Artisan

Quote
I'm confused, because I thought that was the closest the firebats could be.
It's the closest firebats can be in terms of x-coordinate, but the extended units themselves (like ID:3900) can be incredibly close together in terms of y-coordinate.

Quote
Also, I take it these extended units are not stackable?
IIRC they need to be 1-2 pixel above/below eachother, they will look like they're stacked/overlapped, but no, they can't be in a pile.

Quote
So, what would be the way to place them that would take up the least space?
I don't know the way to place them that would take up the least space, that's an engineering problem for which you need exact numbers, specifically the minimum distance one of these extended units (such as ID:3900) can be from another, the amount of columns you will have for the units, etc; assuming my guess of '2 pixels' is correct, you could place 768 units in 1536 pixels, or about a 48 tile high area if they were all in one column.

Don't take my numbers to the bank though, try some tests and arrangements yourself.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 8 2012, 11:25 pm Leeroy_Jenkins Post #139



Any ideas on placing units exactly 2 pixels from each other? Or is it best to just align units to the y axis, set the increments of the grid to 1, zoom in to 400% and just guess?



None.

Nov 8 2012, 11:31 pm jjf28 Post #140

Cartography Artisan

The slam dunk way to do this is with Mint, write a for loop and bam, 57 units perfectly placed. You could then edit the for loop for the next 57, etc.

However if you're going to torture yourself, the way to get it right without mint would be to place a bunch of units, open up their properties, and set the x and y coordinates manually.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

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