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
Pages: < 1 « 6 7 8 9 10 >
 

Nov 8 2012, 11:41 pm Leeroy_Jenkins Post #141



Well, the unit indexes listed above don't seem to work for this. If I remember correctly, going off of your chart while trying to change a ghost into a defiler didn't work either (and that was only about 40 extended units), it required completely different units to work. I'll attach the map I tried this with. I used these 7 indexes and their corresponding units.

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                              103
1373         3858                   223                             235


I realize that some units are buggy and other units might be necessary to accomplish this, but on the account that there are 768 extended units to work with, I'm leaving this one to you, Mouse.

Attachments:
EPDscvz.scx
Hits: 13 Size: 100.66kb



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Nov 8 2012, 11:59 pm jjf28 Post #142

Cartography Artisan

Yeah, one of those units were crashing me :( I think it may be due to the player the unit belongs to, I'm quite sure all those units were stable for p9, but not necessarily for others

Anyways, modified it so you could at least get a single probe-like SCV example:

Attachments:
SingleSCV.scm
Hits: 14 Size: 98.94kb



TheNitesWhoSay - Clan Aura - github

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

Nov 9 2012, 12:25 am Mouse Post #143



Could this map also work with P9 as the Firebats so that there is no need for a computer? And also could 7 scvs be made so they are like probes and then be given to each player?



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Nov 9 2012, 12:34 am Roy Post #144

An artist's depiction of an Extended Unit Death

Quote from Mouse
Could this map also work with P9 as the Firebats so that there is no need for a computer?
No. The Firebats are there to kill units. Players 9 and up won't kill units.

Quote from Mouse
And also could 7 scvs be made so they are like probes and then be given to each player?
Yes, assuming you can find enough extended units to change their unit type IDs. I'm pretty sure you'd have to use Probes (not SCVs) for the "Give Unit" action once you modify the SCVs.




Nov 9 2012, 12:46 am Mouse Post #145



Then could I use a trigger to kill all of the UnitID 3900 at the same time so it isn't shown at the beginning of the game? And why wouldn't P9 attack? They attack my units all the time. Unless the Extended players don't attack each other..



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Nov 9 2012, 12:52 am Roy Post #146

An artist's depiction of an Extended Unit Death

Player 9 doesn't have vision, so its units cannot see their targets and do not attack. There's a rare exception where the attacking unit gives a frame of vision (or something along those lines), but since Unit:3900 isn't going to attack, that's not really important here.

You could probably use a trigger if you set it to [any unit]; I haven't tried to see if it works. If the EUP you're trying to use is off of the kills table, though, you'll need to have some unit kill the extended units.




Nov 9 2012, 12:58 am Mouse Post #147



Well then (thanks to jjf28) there is 1 SCV made. How would I make it so that the same player gets 6 more and then give them to the seperate players?



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Nov 9 2012, 1:30 am Roy Post #148

An artist's depiction of an Extended Unit Death

It's based on Index ID, not player owner; you can't really reuse any of that to get more modified units.

Find more extended units that work for a given index, make an SCV at the given index, and then place the units that will turn it into a Probe. You can use this to calculate which extended units affect a given address: http://www.staredit.net/topic/15378/




Nov 9 2012, 1:41 am Mouse Post #149



So is there a way to make it so it creates 7 Probes that have the SCV sprite on them? Because there is obviously not enough map space to have 1336 Map reavealers * 7.



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Nov 9 2012, 2:15 am Roy Post #150

An artist's depiction of an Extended Unit Death

You seem to have a misunderstanding on what it is you are doing. Review Section 6 of my EPD tutorial on unit indexes (it also somewhat covers how to calculate the address for a given index; you'll have to convert the formula to use address values or convert the result of the formula to an address).

The only reason you're placing so many units is because P223:3900 is affecting the unit type of the unit at Index #1367, so you need to place a lot of "filler units" to make an SCV have the index of 1367. You need to find 7 indexes that have a working extended player/unit combination to modify their unit type address. Jjf has provided one of these combinations for you (P223:3900 for Index #1367).




Nov 9 2012, 10:37 am Leeroy_Jenkins Post #151



Mouse, you don't need to have p9 attacking the extended units, and you don't have to have a computer doing it either. Just preplace the firebats as player 12, then have a trigger that will give the firebats to an active player, and then remove them almost immediately after. As for turning more than one SCV into a probe, I tried to do that for you earlier if you readup in the discussion, but there is a problem in one of the unit tables that makes it impossible. Alternate solutions are theoretically possible, but that is undiscovered territory as of yet.



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Nov 9 2012, 5:33 pm jjf28 Post #152

Cartography Artisan

Quote
but there is a problem in one of the unit tables that makes it impossible. Alternate solutions are theoretically possible, but that is undiscovered territory as of yet.

Not impossible, just need to replace the units in the map that are causing the crash with units that don't crash, chai gave a list of a bunch of those here: list



TheNitesWhoSay - Clan Aura - github

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

Nov 10 2012, 2:57 am Leeroy_Jenkins Post #153



Quote from jjf28
Quote
but there is a problem in one of the unit tables that makes it impossible. Alternate solutions are theoretically possible, but that is undiscovered territory as of yet.

Not impossible, just need to replace the units in the map that are causing the crash with units that don't crash, chai gave a list of a bunch of those here: list

Yeah like I said those specific units are impossible but alternate solutions are available



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Nov 11 2012, 11:13 pm Mouse Post #154



But I honestly still do not understand this stuff at all lol.. So adding on top of that, trying to get those lists of extended ID's to work is not going to work.



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Nov 12 2012, 8:37 am staxx Post #155



Which portion of this are you having trouble with, or is it everything?



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Nov 16 2012, 9:22 pm jjf28 Post #156

Cartography Artisan

Irr-add Method
Code
Place 2 Non-biological units, named "AddrUnit", and "EditUnit"
Irrad both units
Set the kill address for AddrUnit to the bIrradiatePlayerID address of EditUnit using the standard +1 EUD operations
Kill [(target_address-start_address)/4 units with AddrUnit's irrad field
Kill [target_value-start_value)] units with EditUnit's irrad field


Perhaps someone can get this working.



TheNitesWhoSay - Clan Aura - github

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

Nov 16 2012, 9:52 pm payne Post #157

:payne:

So... anyone has thought about making a map out of this? :awesome:



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Nov 17 2012, 1:14 am staxx Post #158



Yes, but only thought. Too lazy to be bothered. :D



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Nov 17 2012, 3:23 am Leeroy_Jenkins Post #159



Quote from payne
So... anyone has thought about making a map out of this? :awesome:

http://www.staredit.net/topic/15499/ :D



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Nov 17 2012, 5:52 pm iCCup.xboi209 Post #160



:O
Too bad it isn't finished yet....



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