Unpause? EUD's?
Sep 9 2008, 6:36 pm
By: Pigy_G  

Sep 9 2008, 6:36 pm Pigy_G Post #1



I was wondering If there was a way of Detecting/Preventing the manual pausing of a game, aka Time Out. I tryed the Unpause trigger but I think that's for solo missions, Perhaps with EUD's you can detect if somone pause's? I'm not sure, Any information would be appricated.

EDIT: Also I think I read you can detect Text with EUD's... Any info on that would also be nice.

Thanks.



None.

Sep 9 2008, 7:15 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Search

http://www.staredit.net/topic/2492/

Have fun.



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

Sep 9 2008, 7:27 pm Pigy_G Post #3



Ooo Thanks.



None.

Sep 9 2008, 7:38 pm FoxWolf1 Post #4



Are you doing this to prevent drophacking? Becuase if so, keep in mind that some people use the pause function for legitimate purposes, and you don't want your map to do something to them just because they went to get a glass of water...



None.

Sep 9 2008, 7:51 pm Pigy_G Post #5



No it's not to prevent drop hacking, you can drop hack with out pause too i think, you just have to deal with the timer.



None.

Sep 10 2008, 5:33 am Falkoner Post #6



I'm quite certain there is no way to detect it, even with EUD Conditions, since when a player pauses all triggers stop running, so your EUDs would also stop running.

Not to mention there's no way to prevent it either.



None.

Sep 10 2008, 7:54 pm Pigy_G Post #7



Yeah but couldn't you run a trigger using the EUD Condition pause's remaining?



None.

Sep 10 2008, 8:24 pm Zwo Post #8



Since triggers don't run when the game is paused, the EUD for pauses remaining won't be updated before someone manually resumes the game. So you can only run a trigger after the game is resumed.

I think the amount of pauses granted is three per player. So the EUD for the amount of pauses left isn't multiplayer compatible as it could desynchronize the game resulting the player who paused the game to drop.



None.

Sep 12 2008, 12:42 am Falkoner Post #9



Not to mention EUDs do not reach all memory in SC, a very small amount, in fact, is reached, and I'm sure pauses remaining is further than they can get to.



None.

Sep 12 2008, 9:40 am NudeRaider Post #10

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

Quote from Falkoner
Not to mention EUDs do not reach all memory in SC, a very small amount, in fact, is reached, and I'm sure pauses remaining is further than they can get to.
How much is it anyway? 16MB? (Like the max death value is 16,7 million)




Sep 12 2008, 12:22 pm Falkoner Post #11



Well, if you REALLY want to know, you can always count the lines on this page, after you manage to get through all the scripts :P



None.

Sep 12 2008, 3:15 pm InsolubleFluff Post #12



6264 lines.



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Sep 12 2008, 6:59 pm O)FaRTy1billion[MM] Post #13

👻 👾 👽 💪

Quote from Falkoner
Not to mention EUDs do not reach all memory in SC, a very small amount, in fact, is reached, and I'm sure pauses remaining is further than they can get to.
No it isn't.

This should have been killed after "I'm quite certain there is no way to detect it, even with EUD Conditions, since when a player pauses all triggers stop running, so your EUDs would also stop running."



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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