Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Sprites & EUD questions
Sprites & EUD questions
Jun 6 2011, 3:37 am
By: jjf28  

Jun 6 2011, 3:37 am jjf28 Post #1

Cartography Artisan

1. Can Sprites (like permanent nuke dots) be moved/deleted/created using triggers?

2. Can you run triggers based on what a player is viewing (ex: if they can see a pylon on their screen (not if it is selected!)) to create a unit without desync's?

(solved) 3. Does the EUDDB tell which memories are shared (if so, how)?

Post has been edited 1 time(s), last time on Jun 6 2011, 8:10 pm by jjf28.



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Jun 6 2011, 4:00 am The_UrChai Post #2



1.No I don't think so. I know not the nuke dots and effects. probably not the sprites.

2.Even in single player I don't think this is possible. Starcraft doesn't give values to what a player is looking at as far as I know. You can check if the player sees the pylon auras but that's not quite what you want...

(correct me if I'm wrong somebody who knows EUDs better than me.)

I don't know about 3. :lol:

Sounds like a pretty cool map you're making. :)



None.

Jun 6 2011, 4:31 am jjf28 Post #3

Cartography Artisan

It seems unit sprites can be moved with the: move "any unit" action, but if anyone would like to save me the trouble of re-inventing the wheel, which catagorys of sprites can be moved?

In single player there are alot of graphic pieces you can detect with EUD's, but before I do alot of testing i want to know what others know about this, and more importantly, if all/any are shared



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 6 2011, 4:41 am The_UrChai Post #4



Quote from jjf28
It seems unit sprites can be moved with the: move "any unit" action, but if anyone would like to save me the trouble of re-inventing the wheel, which catagorys of sprites can be moved?
I could make a map with everything and a simple move trigger. :P non crashing sprite only of course. Have to test this sometime. I think it might just be units and buildings then,



None.

Jun 6 2011, 6:35 am Roy Post #5

An artist's depiction of an Extended Unit Death

Quote from jjf28
1. Can Sprites (like permanent nuke dots) be moved/deleted/created using triggers?
No.

Quote from jjf28
2. Can you run triggers based on what a player is viewing (ex: if they can see a pylon on their screen (not if it is selected!)) to create a unit without desync's?
No.

Quote from jjf28
3. Does the EUDDB tell which memories are shared (if so, how)?
In the address description, it usually states if it is shared. If it isn't mentioned, it is probably not shared.

Quote from name:shadow649
2.Even in single player I don't think this is possible.

(correct me if I'm wrong somebody who knows EUDs better than me.)
It is possible, but you'd most likely have to resort to calculating screen positions for any sort of accuracy.

Quote from jjf28
It seems unit sprites can be moved with the: move "any unit" action, but if anyone would like to save me the trouble of re-inventing the wheel, which catagorys of sprites can be moved?
That's because they are treated as units, not as sprites. This is very different than getting a doodad to move with the "Move Unit" action. Unit Sprites are the only Sprites that works like this.

Quote from jjf28
In single player there are alot of graphic pieces you can detect with EUD's, but before I do alot of testing i want to know what others know about this, and more importantly, if all/any are shared
This sort of thing is based on client-side data, and will not be shared.




Jun 6 2011, 2:54 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Not 100% sure, but I think unit sprites are things like traps. When they are disabled you can walk over them, and when enabled they take up space. I don't know where unit sprites are stored in the map, so I don't know the details on what they really are, but once the game creates those sprites during the loading of the map, they turn into units. By placing units (or are they sprites?) which are not traps, you can simulate this behavior.

As far as which memory is shared: Pretty much everything that has to deal with something important in the game is shared:
any numbers like HP, which unit the players select and their orders. Things that aren't shared are things like mouse/screen position, or typing something. If the address starts with 5 or 6, it's probably shared. Anything else is probably not.



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

Jun 6 2011, 6:27 pm samsizzle Post #7



Technically you COULD detect what someone is looking at using normal triggers. But you'd have to make a 20x12 location and constantly center the screen on it, then constantly center the 20x12 location on whatever you want... could be the players hero or different sections of the map depending on what the player is doing. Then whenever you want to detect something just use the 20x12 location. It would work, but it's not very flexible.



None.

Jun 6 2011, 10:47 pm jjf28 Post #8

Cartography Artisan

mm, was quite interested in your map when thinking of this. But it unfortunatly doesen't apply if it's based on your actions,

with this idea I hoped to create a bianary search (like the type in java programming) system that could record your exact position on the screen in a death counter, the basis of my system would have been if a unit (or moveable sprite even stationary I guess would work) is visible you have an approximent location, you could then use the halfing-system of bianary seraching to close in on the location of a corner in an efficient manner, since the EUD value for screen position is not very useful

Post has been edited 1 time(s), last time on Jun 6 2011, 10:55 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

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