Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting Text messages with EUD?
Detecting Text messages with EUD?
Jun 3 2008, 5:34 pm
By: Devourer  

Jun 3 2008, 5:34 pm Devourer Post #1

Hello

I was jsut asking myself, if it's possible to detect messages Players write.
I got the question for the reason, that there are test-messages-cheats in single-player like "Show me the money"

So is there any condition with EUD possible, to detect what a Player has written?
Because I gonna make a defence, which starts, if someone write " .start "

Any Ideas?

POST POST POST!
HURRY! :P :)



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Jun 3 2008, 5:43 pm frazz Post #2



I don't think so, and EUDs aren't the best thing to use. There's a way to detect if somebody is playing in single player mode, the only mode in which you can cheat.
There used to be a tutorial on SEN about it. Basically there's something that behaves differently on single player than on a one person lan game. You detect that difference at the beginning and end if they're on single player.

Why do you need someone to type ".start" to start? There are dozens of other ways you could start. Beacons, drop ship triggers, kills etc.



None.

Jun 3 2008, 5:52 pm Devourer Post #3

Hello

Well.. ok
Why?
I wanted to make a new system.... Im scared of all the old things O.o



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Jun 3 2008, 6:02 pm Riney Post #4

Thigh high affectionado

Ive seen a map that used text triggers, however I do recall it having problems when using Preserve trigger.



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Jun 3 2008, 6:21 pm Devourer Post #5

Hello

Recall?

I know what it is... but how with recall???

You already have the map?
If y, attach!



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Jun 3 2008, 6:48 pm Riney Post #6

Thigh high affectionado

Not the ability...

The remembering of thoughts.



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Jun 3 2008, 8:08 pm Devourer Post #7

Hello

Ohh,,, xD

kk^^



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Jun 3 2008, 9:55 pm DT_Battlekruser Post #8



Yes, it is possible to do so, but there are three major drawbacks that will probably mean you do not want to:

(a) The displayed text is affected by both the name of the player chatting and the line on the screen. Therefore you must either
(i) know and trigger for the exact name of the player you want, or
(ii) trigger for all names that leave the beginning of the string at the start of a DWORD
AND
(iii) make multiple triggers, one for each of 11 potential line positions

(b) Screen text is a local (non-shared) value. It will differ by machine depending on who has whispered to a player, and therefore the message will be in different places for different people. If a trigger does not execute synchronously on all machines, a desync will occur, disconnecting those with the minority game state.




None.

Jun 3 2008, 10:43 pm Falkoner Post #9



You could set it up so that if a player receives a message from you, something happens in the game, imagine, modifying games from the chat area :P



None.

Jun 3 2008, 11:57 pm The_z0r Post #10



That would be interesting. Won't a de-sync still occur, though? I thought all EUD text detection causes a de-sync.



None.

Jun 4 2008, 12:53 am NudeRaider Post #11

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

Yes, z0r but you can make a banning system that way ;)

For the .start message, couldn't you make those multiple triggers for each line, but just move the screen pos (non-shared) of the players to somewhere and then when all players have their screen at this position fire the actual starting trigger?




Jun 4 2008, 2:02 am O)FaRTy1billion[MM] Post #12

👻 👾 👽 💪

How would you detect when every player is in the same position? I guess you could abuse trigger order. I'd find something less apparent, though...

Also about name length, just detect as much as you can:
Quote
x:<c> .start<0>
xx:<c> .start<0>
xxx:<c> .start<0>
xxxx:<c> .start<0>
xxxxx:<c> .start<0>
xxxxxx:<c> .start<0>
xxxxxxx:<c> .start<0>
xxxxxxxx:<c> .start<0>
xxxxxxxxx:<c> .start<0>
xxxxxxxxxx:<c> .start<0>
xxxxxxxxxxx:<c> .start<0>
xxxxxxxxxxxx:<c> .start<0>
xxxxxxxxxxxxx:<c> .start<0>
xxxxxxxxxxxxxx:<c> .start<0>
xxxxxxxxxxxxxxx:<c> .start<0>
Note you'll have to read it all twice... Once with <c> being <7> (own messages), and once with it being <2> (other's messages).



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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Jun 4 2008, 2:14 am DT_Battlekruser Post #13



It's worse now, the new patch colors text according to player color.



None.

Jun 4 2008, 2:32 am O)FaRTy1billion[MM] Post #14

👻 👾 👽 💪

How should that matter?
Your text color has always been green while others' blue, if that is what you mean.



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!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jun 4 2008, 2:58 am DT_Battlekruser Post #15



Oh right, it's just the player name that's colored. I forgot :P



None.

Jun 4 2008, 4:43 pm Falkoner Post #16



Not if you spam a LOT of text :P



None.

Jun 5 2008, 6:04 am NudeRaider Post #17

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

but he doesn't want the players to spam a lot of text. Just ".start".




Jun 5 2008, 6:23 am MindArchon Post #18



I thought I remembered somewhere that if you detect the text, then set a switch state you can bypass being desynced.

Worth a try.



None.

Jun 5 2008, 6:39 am A_of-s_t Post #19

aka idmontie

Outdated tutorials on detecting text:

http://z3.invisionfree.com/SCMSchool/index.php?showtopic=85
http://z3.invisionfree.com/SCMSchool/index.php?showtopic=117



Research as well:
http://z3.invisionfree.com/SCMSchool/index.php?showtopic=96
Health:
http://z3.invisionfree.com/SCMSchool/index.php?showtopic=114



Personal GitHub
Starcraft GitHub Organization - Feel free to request member status!
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Jun 5 2008, 6:31 pm O)FaRTy1billion[MM] Post #20

👻 👾 👽 💪

I made a program that converts 4-byte strings into a long, but my server is down.



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!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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