I was wondering if there was any particular way to figure out the EUD offset of a defiler, when it casts swarm, through the use of EUDs, but not detecting the storm, but detecting the energy used to create the swarm.
I have tried myself, but to no success. Can one of the EUD pro's help out a beginner here?
None.
Use these:
+0x4C - BYTE bPlayerID
+0x4D - BYTE bMainOrderID
+0x4E - BYTE bMainOrderState
+0x4F - BYTE bOrderSignal
+0x57 - BYTE bSpellCooldown
Start at 0x0059CB40 to 0x006283D0.
Each unit has a Local ID associated with it -- from 0 to 1699. The first unit placed on the map is 0, the second is 1699, the third is 1668 and so on. The adress of Node 0 is 0x0059CB40. You need to read these address to see if it has fired:
+0x4D - BYTE bMainOrderID
Which would be 0x0059CB8D. Now go to datedit and find which ID number firing swarm is and read for that.
So, read the addresses:
0x0059CB8D + (n * 336) == 119
Post has been edited 1 time(s), last time on Jun 12 2008, 2:47 am by A_of-s_t.
Nevermind, found it, thanks.
None.
However, using EUDs, the only efficient way to read these variables is about... 4 times per click... which measn you need to copy these triggers four times per cycle run.
Sorry, dtbk, ur right >.> I've been doing other things with unit node.
Does anyone have a good system for reading a low-order byte out of the unitnode? Since you can't deconstruct the value without EUD actions I can't think of a good way.
If Blizzard had added an action to copy one death count to another...
None.
(edit) Uhh, A of S T, are you sure? There is a unit max of 1700 units and to the best of my knowledge the table is first filled in order from 0 to 1699.
If you look at the data, the first unit is in the first slot. The second unit is in the
last slot, then it works backward to the first slot (and filling any that may become available.) This is also more apparent when reading preplaced units. One unit may be at like 0x59xxxx, the next at 0x62xxxx, then subsequent units' offsets getting smaller.
Does anyone have a good system for reading a low-order byte out of the unitnode? Since you can't deconstruct the value without EUD actions I can't think of a good way.
If Blizzard had added an action to copy one death count to another...
TrigPlug can.
Pretty much all you can do (other than external functions) is read every possible value... That greatly limits what you can read, though. Like upgrades you'd have to read it 8 times (one for each combination of the other upgrades that share the same dword), assuming all upgrades are available.
Post has been edited 1 time(s), last time on Jun 14 2008, 3:01 am by FaRTy1billion. Reason: lololwrongprogramname
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Ok, I
thought I had the code. But I guess I didn't DT, the defiler is the first unit on the map. A_of-s_t, could you explain those codes to me a little bit more?
None.
Someone gimme that code too...I...really need it...
Riney#6948 on Discord.
Riney on Steam (
Steam)
@RineyCat on Twitter
-- Updated as of December 2021 --
I was writing a detailed tutorial, but then I got bored.
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Does anyone have a good system for reading a low-order byte out of the unitnode? Since you can't deconstruct the value without EUD actions I can't think of a good way.
If Blizzard had added an action to copy one death count to another...
Copy one death count to another...
Binary countoff, use:
At least x A;
Subtract x A; Add x B; Add x C;
At least x C;
Add x A; Subtract x C;
That lets you copy A over to B.
None.
You can't copy EUDs. You cannot run SetDeaths on them to subtract anything. Doing so would break SC anyway.
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Jabok: Can't do that because the death count I want to be copying from is in EUD-memory. If there were a hypothetical "copy-death-count" action, it would still be allowed to read EUD-memory. And while we're in fantasy-land, I'd like a pet dinosaur.
Farty:
If we still had EUD actions, theoretically you could copy the value to two other death counts and then copy it into the original memory by destructively copying one back.
None.
Farty:
If we still had EUD actions, theoretically you could copy the value to two other death counts and then copy it into the original memory by destructively copying one back.
Maybe if you did it within 1 trigger cycle... I don't know how the triggers are handled alongside the game itself, but I can forsee bad things if you mess with certain values and don't have them fixed
immediately...
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Can we get back on topic, and figure this code out please? Or atleast help me with it?
Thanks
None.