Useful EUD Reference
Post #23
CecilSunkure
Apr 6 2010, 1:25 am
Post #25
CecilSunkure
Apr 6 2010, 2:04 am
Post #26
rockz
Apr 6 2010, 2:54 am
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お や す み
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You know, I really don't think we need more than one EUD DB. A unitnode calculator would be nice, as I said earlier, but that's literally it.
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Post #27
HCM™stickynote
Jun 26 2010, 10:50 pm
Post #29
HCM™stickynote
Jun 26 2010, 11:45 pm
Post #30
Roy
Aug 16 2011, 1:51 am
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An artist's depiction of an Extended Unit Death
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I was running through a lot of these addresses for a Terran Marine, and took note on what I thought was happening at some addresses:
Code59CCB8 19029 [Order] Order Coordinates (Similar to 59CD00) 59CCC0 19031 [Position] Unit Coordinates (Similar to 59CCD0) {X*256, Y*65536} 59CCC4 19032 [Position] Unit Idle Face Point (Connected to attacking) {X*256, Y*65536} 59CCC8 19033 [Movement] Unknown (Sprite Algorithm?) 59CCCC 19034 [Movement] Turn Radius 59CCD4 19036 [Position] X-Axis {X*256} 59CCD8 19037 [Position] Y-Axis {Y*256} 59CCE0 19039 [Movement] Move Acceleration (Related to turning) 59CCE4 19040 [Movement] Move Speed 59CCE8 19041 [Movement] Move Speed On X-Axis (Left = Negative, Right = Positive) 59CCEC 19042 [Movement] Move Speed On Y-Axis (Up = Negative, Down = Positive) 59CD3C 19062 [Order] Stop When Movement Destination Is Determined As Invalid The accuracy of this is only based on my own observations, though. Some more explanation on some of my observations: Code59CCC4 19032 [Position] Unit Idle Face Point (Connected to attacking) {X*256, Y*65536} When this is set to a certain point, that unit will face in the direction of that point while it idles. This has no effect on the unit when it's moving. By default, it was on the current position of the Marine. When the unit is attacking another unit, this point is set to the unit's target. This is likely used to make a unit face its target when attacking. Code59CCC8 19033 [Movement] Unknown (Sprite Algorithm?) The unit flips out when this is frozen on a specific value. It will have difficulty turning, and will usually be seen walking diagonally instead of facing the direction it is actually walking towards. Code59CCCC 19034 [Movement] Turn Radius Setting this to a low value OR a high value increased the turn radius by a significant amount. If asked to travel a short distance just behind the Marine, he would run in a circle because he couldn't turn sharp enough to get to that exact point. It's like a dog chasing its tail. Code59CCD4 19036 [Position] X-Axis {X*256} 59CCD8 19037 [Position] Y-Axis {Y*256} This appears to be the X and Y coordinates of the unit, and as you can see, it's a bit easier using this than it is to use 59CCD0. Code59CD3C 19062 [Order] Stop When Movement Destination Is Determined As Invalid When this address is frozen and you order a unit to try to walk into water or other invalid terrain, the unit will walk in place when it determines it cannot complete the destination, instead of coming to a full stop. This post was edited 1 time, last edit by Roy: Sep 25 2011, 2:27 am. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #31
yoonkwun
Aug 16 2011, 2:41 am
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Quite the find. >1 pixel accurate unit coordinate detection is now easier/more practical. Also could be used to eliminate those static locations that only detect a single/few unit(s), in an RPG or so. EDIT: Vast revision of OP, also edited the topic title to better reflect the reference in general. This post was edited 2 times, last edit by yoonkwun: Aug 16 2011, 4:26 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #32
Roy
Oct 6 2011, 6:51 am
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An artist's depiction of an Extended Unit Death
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Code0x59CDB8 19093 Matrix damage absorption {X*16777216} When Defensive Matrix is cast on a unit, this value is set to absorb 250 points of damage. When the value reaches 0 in-game (the unit would have taken 250 points of damage), it cancels the animation and the Matrix counter is set to 0, and vice versa. When setting either the Matrix damage or counter to 0 forcefully (i.e. EUD action), it does not cancel the Matrix animation. You can set both the timer and absorption to 0 and have the Matrix animation remain on the unit for the remainder of the game (or its life). So yeah, if you're interested in Defensive Matrix, this may be useful information. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #34
Roy
Oct 6 2011, 6:27 pm
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An artist's depiction of an Extended Unit Death
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Code0x59CDC0 19095 [Status] Stasis Timer {X*256} Also the effect of the unit becoming invincible and unresponsive seems to be connected to address 59CD84 having a value of 16777216*4. Oh yeah: Code[Status]0x59CDC8 19097 [Status] Parasite {X*256}, Blind {X*16777216} The second byte here seems to be for the Parasite status. The value is connected to which player parasites (i.e. Player 1 = 256, Player 2 = 512, Player 3 = 768, etc.). Code0x59CDCC 19098 [Status] Maelstrom Timer {X}, Acid Spores {X*65536} Acid spores in the third byte here. This is a nice value to set because it even applies the effect on the unit, and of course updates the unit's status. (Although I don't know how to remove the effect once it's applied.) This post was edited 4 times, last edit by Roy: Oct 6 2011, 6:54 pm. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #35
O)FaRTy1billion
Oct 6 2011, 9:06 pm
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.rapsdleF
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I sure hope you aren't just digging around in memory editors for these. ;o This has been here for as long as the EUDDB was a thing.
![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
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! times! |
Post #37
Roy
Oct 8 2011, 8:43 pm
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An artist's depiction of an Extended Unit Death
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You can set the stasis to 1 second with EUDAs, which will remove the stasis close enough to instantaneously.
![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #38
Lanthanide
Oct 8 2011, 9:38 pm
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If you run a trigger to remove invincibility periodically, then when stasis is cast on a unit it will become vulnerable to damage but remain unable to move. The only thing that won't work on it is medic's restoration which is specifically coded to give an error message when targetting stasis'd units, although I wouldn't be surprised if the CPU could cast restoration on a stasis'd-but-vulnerable-unit that had a restorable malaise, like plague or ensnare on it, because the hard coding is most likely attached to the GUI click event rather than the actual effect itself and obviously the CPU doesn't use a GUI.
This may be a more interesting mechanic for your map, as it effectively makes stasis into an AoE lockdown that works on any units (or any units that you want to remove invincibility from). This post was edited 1 time, last edit by Lanthanide: Oct 8 2011, 9:54 pm. ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
Post #40
Roy
Oct 11 2011, 2:04 am
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An artist's depiction of an Extended Unit Death
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I have provided the means of detection. As for the where and what, please refer to Section 5.3 of my EPD tutorial. The short answer is that you must uniquely identify the unit in some way in order to actually find it on the map.
![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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