So i read some replay desync articles and got replays working properly for my map (yay) however everyones used to fastforwarding not working and I was wondering if their was a way to have
messages that olny appear in the replay
(from my post futher down)
Sweet it works
So I found a EUD value that is consitant across many different maps, map types, amount of players in game, etc.
It was narrowed down to 3 values but what made me choose this one was that it was
also true during highscoresHex = 0115443B
4 Bytes
Value (Game) = 0
Value (Replay) = 1
For
Memory triggers, Player # = 3090485
Value (Game) = exactly 0
Value (Replay) = exactly 16777216
All PlayersMemory at Death Table + 3090485 is exactly 16777216Set 'Switch ReplayMode'. All Players'Switch ReplayMode' is Set.Display for current player: <0F><13>Welcome to the Replay! Also gave me an intersting idea... what about a
Replay Game?
Would have to be EUD based and you have too run the map for a while without acctually performing actions to prep it each time (or edit the elapsed time memory value?), still, interesting with the ability to fastforward and everything
Post has been edited 2 time(s), last time on Apr 19 2011, 9:50 pm by jjf28.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
An artist's depiction of an Extended Unit Death
This is probably possible with EUDs, if possible at all. Have display text message triggers with an EUD condition detecting whether or not the map is a replay.
If you don't know how to use EUDs, you can find a lot of resources here:
http://www.staredit.net/topic/7993/
This is probably possible with EUDs, if possible at all. Have display text message triggers with an EUD condition detecting whether or not the map is a replay.
If you don't know how to use EUDs, you can find a lot of resources here:
http://www.staredit.net/topic/7993/But the map's not actually being played, so it would'n't truly run the triggers when it's a replay. It would just use whatever happened when the game was played, right? So it wouldn't detect it being a replay, so when do you watch it, nothing would happen.
Quote from name:Dem0nS1ayer
But the map's not actually being played, so it would'n't truly run the triggers when it's a replay. It would just use whatever happened when the game was played, right? So it wouldn't detect it being a replay, so when do you watch it, nothing would happen.
That's not how starcraft and replays work. Replays are replicas of the game, complete with orders and such. Triggers are still run in the same way. If a condition is met, the trigger runs. The only difference is that in replays, client side only triggers will run and not desync, so you can make a mouse defense game multiplayer (though the other players won't see how well you do, since they won't run the triggers).
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
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
There might be a way without EUDs using the bugs regarding desynching of replays. This hasn't been done before afaik, so I'm only theorizing.
IIRC the 2 things that can get replays out of sync are randomized switches and waits (excluding hypers?). The latter looks more useful for a desynch detection.
I don't know how exactly the mechanics for desynching with waits are but I'm gonna assume the wait durations are not halfed when you double the replay speed. So you could set up a trigger measuring the duration of a wait. When it deviates from the duration (8 trigger loops / death counters) that is to be expected at fastest speed (the speed that everyone uses on bnet) you know you're on a replay (or a dumb bnet player).
Possible improvements:
- Run the detection as a loop so you can even determine current replay speed. Can be used to adjust text display duration, if desired.
- IIRC it always starts with lower-than-fastest speed and so you should be able to detect it in the first few trigger loops. But if NOT you could make an info text telling the replay watcher to change speed to activate annotations or something to that effect.
Post has been edited 2 time(s), last time on Apr 19 2011, 9:39 am by NudeRaider.
Sweet it works
So I found a EUD value that is consitant across many different maps, map types, amount of players in game, etc.
It was narrowed down to 3 values but what made me choose this one was that it was
also true during highscoresHex = 0115443B
4 Bytes
Value (Game) = 0
Value (Replay) = 1
For
Memory triggers, Player # = 3090485
Value (Game) = exactly 0
Value (Replay) = exactly 16777216
All PlayersMemory at Death Table + 3090485 is exactly 16777216Set 'Switch ReplayMode'. All Players'Switch ReplayMode' is Set.Display for current player: <0F><13>Welcome to the Replay! Also gave me an intersting idea... what about a
Replay Game?
Would have to be EUD based and you have too run the map for a while without acctually performing actions to prep it each time (or edit the elapsed time memory value?), still, interesting with the ability to fastforward and everything
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
When fighting against the computer, I always tend to lose in the replays even if I won in the real game. This is in UMS matches, though.
Also gave me an intersting idea... what about a
Replay Game?
Would have to be EUD based and you have too run the map for a while without acctually performing actions to prep it each time (or edit the elapsed time memory value?), still, interesting with the ability to fastforward and everything
You'll find that doing stuff is difficult, as you can only select stuff, you can't build anything, and you can't order anything around. As I said earlier, there is a mouse defense map which uses your mouse to locate units and when you touch them they blow up (or that's what I assume it does).
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
mm, certainly a difficult task... by the by, what's the memory location for key presses?
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
An artist's depiction of an Extended Unit Death
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
Ah yeah I remember that topic. I wonder why it wasn't included in our EUD link list in the pinned map making resources thread.
Anyways, I added it now.
Sounds like you are thinking of something like
this map...it's playable in replays at any speed in single-player form (i.e. 1.0, not M), and can thus be made to go very, very fast...
None.