Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Protoss Shields for Terran Units
Protoss Shields for Terran Units
Sep 3 2014, 3:27 pm
By: Oh_Man  

Sep 29 2014, 11:15 am Oh_Man Post #21

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Bloody legend jj!




Oct 2 2014, 12:33 am jjf28 Post #22

Cartography Artisan

Can anyone confirm whether the map works on windows 8.1? Had one PM saying the current dEUP setup doesn't work on windows 8.1.



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Oct 2 2014, 8:33 am Oh_Man Post #23

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So these things have OS issues? Weird.

Can DTs be uncloaked using this method?




Oct 2 2014, 12:56 pm rockz Post #24

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm not sure how DTs/obs are cloaked or how arbiters give their cloaking ability. I believe it's likely hardcoded. Otherwise someone would have come up with a plan to cloak every unit in the game.



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Oct 3 2014, 2:23 am O)FaRTy1billion[MM] Post #25

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For DT uncloaking: Units.dat - Advanced Flags
You need to remove 4194304 to uncloak (or add 4194304 to enable perma-cloak), so that's a bit tricky.

For Arbiter cloaking ...
For human units: Units.dat - Human Init Action
For computer units: Units.dat - Computer Init Action
This value is, for must units, 2. To enable cloaking it needs to be 130. The cloak radius is based on the ground weapon's attack range (iirc).



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Oct 4 2014, 12:00 pm Generalpie Post #26

Staredit Puckwork

Quote from jjf28
Can anyone confirm whether the map works on windows 8.1? Had one PM saying the current dEUP setup doesn't work on windows 8.1.
I'll test for you later today, though I have Windows 8.1u1
I'll even try it on Windows 10 DP next week when I get it set up :awesome:



None.

Oct 8 2014, 4:53 am rockz Post #27

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from O)FaRTy1billion[MM]
For DT uncloaking: Units.dat - Advanced Flags
You need to remove 4194304 to uncloak (or add 4194304 to enable perma-cloak), so that's a bit tricky.

For Arbiter cloaking ...
For human units: Units.dat - Human Init Action
For computer units: Units.dat - Computer Init Action
This value is, for must units, 2. To enable cloaking it needs to be 130. The cloak radius is based on the ground weapon's attack range (iirc).
Sad to hear about the permanent cloaking, but you could add Zerg regeneration to a unitID pretty easily by adding 0x80, which would be pretty cool too.
0x00000080 - Regenerates HP

Looks like we really need to get EUD Enabler going to run this sort of stuff.



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

Oct 8 2014, 4:19 pm sigsaucy Post #28



what would happen if you just added or subtracted 1 to the dt advanced flag address?

0x00200000 - Spellcaster
0x00400000 - Permanent Cloak
0x00800000 - Pickup Item(?)

perhaps it would make it a spell caster or a pick up item? or would it just disable cloak?

Do the advanced flag properties require the 'exact' value listed to be enabled? does rounding occur?

Post has been edited 1 time(s), last time on Oct 8 2014, 4:42 pm by sigsaucy.




Oct 8 2014, 8:11 pm O)FaRTy1billion[MM] Post #29

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If you add 1, it will become a building, and crash.

If you subtract 1, it will no longer be an organic unit (medic can't heal, can't spawn broodlings, can't maelstrom), but it will also...
Be a flying robotic resource depot building add-on worker subunit hero detector that regenerates HP and can be harvested by workers among some other things ... But will still be perma-cloaked. (But will most definitely just crash).

The values have to be exact. Each value listed represents 1 single bit in binary (0x0001 is 0000000000000001, 0x0002 is 0000000000000010, 0x0400 is 000001000000000, etc.). Think of them as just a big long row of switches (which is why they are called flags). If you add one, you will just enable the first flag (building) -- unless it's already enabled, then it will disable building and enable the second one (addon). If you subtract one, it will disable building, or if building is already disabled it will disable the next lowest flag (in DT's case, Organic) and enable every flag in between.

So, to illustrate what I said before...

DT flags are, by default:
0x18410000 or 0001 1000 0100 0001 0000 0000 0000 0000 in binary.
(0x10000000 - Full Auto-Attack, 0x08000000 - Battle Reactions, 0x00400000 - Permanent Cloak, 0x00010000 - Organic Unit -- all of these add up to 0x18410000)

Adding one to default:
0x18410001 or 0001 1000 0100 0001 0000 0000 0000 0001 in binary.
(Adds 0x00000001 - Building)

Subtracting one from default:
0x1840FFFF or 0001 1000 0100 0000 1111 1111 1111 1111 in binary.
(Removes 0x00010000 - Organic Unit, but adds all of the following: 0x00000001 - Building, 0x00000002 - Addon, 0x00000004 - Flyer, 0x00000008 - Worker, 0x00000010 - Subunit, 0x00000020 - Flying Building, 0x00000040 - Hero, 0x00000080 - Regenerates HP, 0x00000100 - Animated Idle(?), 0x00000200 - Cloakable, 0x00000400 - Two Units in 1 Egg, 0x00000800 - Single Entity, 0x00001000 - Resource Depot, 0x00002000 - Resource Container, 0x00004000 - Robotic Unit, 0x00008000 - Detector -- All of these values add up to 0x0000FFFF)

Post has been edited 6 time(s), last time on Oct 8 2014, 8:27 pm by FaRTy1billion. Reason: clarifying



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Oct 13 2014, 4:01 pm sigsaucy Post #30



is there anyway to get this dt cloaking thing to work via loops? i have 2 maps that would benefit greatly from an uncloaked dt so would appreciate it greatly if someone could figure it out.

if someone could let me know the rough way of getting it done i could give it a try myself

Post has been edited 1 time(s), last time on Oct 14 2014, 12:05 am by sigsaucy.




Oct 13 2014, 11:13 pm Generalpie Post #31

Staredit Puckwork

I already said this in the shoutbox, but just for documentation purposes, the map did not work in Windows 8.1u1




None.

Feb 19 2015, 12:37 am jjf28 Post #32

Cartography Artisan

Fixed what was causing the crash on windows 8+

Since I tested this on windows 10, could somebody please confirm it's also working on windows 8.1 (working means it doesn't crash and the ghosts have shields), thanks <3 woot works on windows 8, party time :wob:

Attachments:
Shield Ghosts2.scx
Hits: 4 Size: 502.18kb

Post has been edited 2 time(s), last time on Feb 19 2015, 6:19 am by jjf28.



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

Feb 19 2015, 11:51 am Oh_Man Post #33

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Feb 20 2015, 9:45 am Wormer Post #34



This is so impressive that I couldn't keep writing: how did you do that, jjf? :w00t:

BTW, guys, is it possible to remove the Detector ability from a unit type using the same technique?

EDIT:
Also, a quick question about ghost shields. I'm not into that new EUD stuff with extended units, does those wierd units really exist on the map? or it is only actions that matter? If they do exist, what is the way people handle this stuff nowadays? How can I see or modify them?

EDIT2:
Quote from O)FaRTy1billion[MM]
Subtracting one from default:
0x1840FFFF or 0001 1000 0100 0000 1111 1111 1111 1111 in binary.
(Removes 0x00010000 - Organic Unit, but adds all of the following: 0x00000001 - Building, 0x00000002 - Addon, 0x00000004 - Flyer, 0x00000008 - Worker, 0x00000010 - Subunit, 0x00000020 - Flying Building, 0x00000040 - Hero, 0x00000080 - Regenerates HP, 0x00000100 - Animated Idle(?), 0x00000200 - Cloakable, 0x00000400 - Two Units in 1 Egg, 0x00000800 - Single Entity, 0x00001000 - Resource Depot, 0x00002000 - Resource Container, 0x00004000 - Robotic Unit, 0x00008000 - Detector -- All of these values add up to 0x0000FFFF)
Tell me it's possible. Right?

EDIT3:
I kinda figured out everything. Thanks jjf for a great guide. Looks like I missed something important happening in SC mapping world. I'm having mixed feelings about all this: both astonished and upset with the power of EUPs.

Post has been edited 3 time(s), last time on Feb 20 2015, 11:21 am by Wormer.




Feb 28 2015, 9:40 pm jjf28 Post #35

Cartography Artisan

The following advanced flags are possible to set or clear with dEUPs

0x00000001 - Building
0x00000002 - Addon
0x00000004 - Flyer
0x00000008 - Worker
0x00000010 - Subunit

0x00000100 - Animated Idle(?)
0x00000200 - Cloakable
0x00000400 - Two Units in 1 Egg
0x00000800 - Single Entity
0x00001000 - Resource Depot

0x00010000 - Organic Unit
0x00020000 - Requires Creep
0x00040000 - Unused(?)
0x00080000 - Requires Psi
0x00100000 - Burrowable

0x01000000 - Ignore Supply Check
0x02000000 - Use Medium Overlays
0x04000000 - Use Large Overlays
0x08000000 - Battle Reactions
0x10000000 - Full Auto-Attack

The following advanced flags can be cleared but cannot be set with dEUPs

0x00000020 - Flying Building
0x00000040 - Hero
0x00000080 - Regenerates HP

0x00002000 - Resource Container -- This one's especially disappointing, would have lead to gosu overflows...
0x00004000 - Robotic Unit
0x00008000 - Detector

0x00200000 - Spellcaster
0x00400000 - Permanent Cloak
0x00800000 - Pickup Item(?)

0x20000000 - Invincible
0x40000000 - Mechanical Unit
0x80000000 - Produces Units(?)



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