Staredit Network > Forums > SC1 Mapping Tools > Topic: EUD Generator (Old)
EUD Generator (Old)
Oct 3 2011, 9:10 pm
By: Roy
Pages: < 1 2 3 4 >
 

Oct 6 2011, 8:05 pm Sacrieur Post #21

Still Napping

Bleh, keypresses were overlooked =p. They should go under the local tab.



None.

Oct 7 2011, 12:32 am O)FaRTy1billion[MM] Post #22

👻 👾 👽 💪

Comment("Force [INVALID] name is Force lol");

;o?



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!

Oct 7 2011, 12:47 am Roy Post #23

An artist's depiction of an Extended Unit Death

Quote from O)FaRTy1billion[MM]
Comment("Force [INVALID] name is Force lol");

;o?
Reading the wrong field for the comment. Should be fixed now.

Quote from Sacrieur
I would like to see support for EUD actions eventually.
I have added a toggle to switch between making a condition or making an action. Keep in mind that SCMD2's text trigger editor does not actually support EUD Actions, so this feature isn't very useful as of now. I plan to improve the export quality of the program in a later release, which will assist further in the use of developing EUD Actions.

Also, some actions don't work quite the way you'd imagine (i.e. setting the Defensive Matrix status doesn't provide any damage absorption right now; it just sets the status timer). Once I redesign the program to separate conditions from actions, the functionality should be much more clear.

EDIT: Also apparently some comment verbalization isn't correct for EUD actions, and keep in mind that it sets a value, so selecting a range isn't going to do anything.

Post has been edited 1 time(s), last time on Oct 7 2011, 1:19 am by Roy.




Oct 7 2011, 1:59 am iCCup.xboi209 Post #24



Cool, eud action support. Now this is really for lazy people :bleh:




Oct 7 2011, 2:46 am FoxWolf1 Post #25



Quote from Roy
Keep in mind that SCMD2's text trigger editor does not actually support EUD Actions, so this feature isn't very useful as of now. I plan to improve the export quality of the program in a later release, which will assist further in the use of developing EUD Actions.

If you allow your program to generate the EUD action in StarForge's format (with numerical fields), users who have appropriately modified their actions.lst file could copy-paste it into their maps that way.

Post has been edited 1 time(s), last time on Oct 7 2011, 3:13 am by FoxWolf1.



None.

Oct 7 2011, 2:54 am Roy Post #26

An artist's depiction of an Extended Unit Death

Quote from FoxWolf1
If you allow your program to generate the EUD action in StarForge's format (with numerical fields), users who have appropriately modified their actions.lst file could copy-paste it into their maps that way.
Yeah, I'm not going to write implementation that I'm going to scrap for the next major release. Like I said, I'm going to be adding exporting features in a future release (once I code it all up), so this minor issue is only temporary. If you're desperate for EUD Actions today, you can take the generated values and enter them manually in the editor of your choice. Otherwise, please be patient and wait for me to code up the next version. :)




Oct 7 2011, 3:12 am FoxWolf1 Post #27



Quote from Roy
Quote from FoxWolf1
If you allow your program to generate the EUD action in StarForge's format (with numerical fields), users who have appropriately modified their actions.lst file could copy-paste it into their maps that way.
Yeah, I'm not going to write implementation that I'm going to scrap for the next major release. Like I said, I'm going to be adding exporting features in a future release (once I code it all up), so this minor issue is only temporary. If you're desperate for EUD Actions today, you can take the generated values and enter them manually in the editor of your choice. Otherwise, please be patient and wait for me to code up the next version. :)

*shrug* Fair enough; just thought I'd make the suggestion in case you wanted a pure text-based solution.



None.

Nov 1 2011, 2:48 am c(O.Oc) Post #28



Can EPDs detect hallucinations...?



None.

Nov 1 2011, 3:56 pm zzt Post #29



Quote from c(O.Oc)
Can EPDs detect hallucinations...?

Yes. Hallucinations are detected by unit struct triggers.



None.

Nov 2 2011, 11:56 pm c(O.Oc) Post #30



Quote from zzt
Quote from c(O.Oc)
Can EPDs detect hallucinations...?

Yes. Hallucinations are detected by unit struct triggers.

I've never heard of struct triggers, but I do know that hallucinations do not apply to normal trigger conditions, so I'm guessing struct trigger are EPDs?



None.

Nov 3 2011, 1:46 am Roy Post #31

An artist's depiction of an Extended Unit Death

Quote from c(O.Oc)
I've never heard of struct triggers, but I do know that hallucinations do not apply to normal trigger conditions, so I'm guessing struct trigger are EPDs?
The unit structure is an allocation in memory given to units that you can read using EPD conditions. This topic may be useful: http://www.staredit.net/topic/10471/. In addition, I discuss unit-specific EPDs in detail in Section 6 of my EPD tutorial.

This program does not currently have hallucination detection built in as an auto-generated trigger. I don't know what address to specifically check, and the EUDDB is currently down.

Post has been edited 1 time(s), last time on Feb 4 2012, 4:51 am by Roy. Reason: 5 -> 6




Nov 6 2011, 2:38 am c(O.Oc) Post #32



Thanks for clearing that up. Apparently I'm not so good at deciphering acronyms or abbreviations.

Also, I just downloaded this, and I am happy to say that this is one of the best time savers I've ever received from the interwebs. Should a method of detecting hallucinations be integrated into this program as well, I promise I'm going to be the first one to have it, other then Roy of course :bleh:

Until then.... :bye1:



None.

Nov 19 2011, 10:30 am swb4u1 Post #33



I do love you!
Could you make 'http://www.staredit.net/topic/2360' ?
-> http://www.staredit.net/topic/2360/
I really really want to use these functions. :rolleyes:

Post has been edited 3 time(s), last time on Nov 20 2011, 4:11 am by swb4u1.



None.

Nov 27 2011, 2:14 pm O)FaRTy1billion[MM] Post #34

👻 👾 👽 💪

Any updates? :awesome:



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!

Nov 29 2011, 6:48 pm Roy Post #35

An artist's depiction of an Extended Unit Death

Alright, here's what's been going on so far (no new release yet):

- The UI has been vastly redesigned to more resemble Classic TrigEdit. I figure making it look familiar would improve user friendliness. However, most of the UI currently isn't connected to the back-end logic.
- There is support for making as many triggers as you want.
- I'm working on a grouping feature that puts the text detections triggers as one entity in the UI.
- There is support for having multiple EUD/EPD conditions/actions in one trigger. Regular conditions/actions are not supported as it seems kinda redundant, but if someone desperately needs them in there, I can probably work something out.
- Farty wrote up a wonderful dll for exporting, so functionality of inserting triggers directly into a map or exporting as a .trg file will be possible.
- The text trigger equivalents are still available for those uninterested in exporting.
- No new EUD Conditions/Actions have been added as of yet. I'm likely going to add key press (local) and .dat entries before the next release, and maybe some more unit struct entries based on feedback in this thread.

Skyrim has put this project behind schedule, but I'll get around to completing the next release within a reasonable amount of time. If you guys have any suggestions to make (e.g., EUDs to add), I'll take note of them and try to throw them in the next release.




Nov 29 2011, 8:04 pm O)FaRTy1billion[MM] Post #36

👻 👾 👽 💪

Quote
so functionality of inserting triggers directly into a map or exporting as a .trg file will be possible.
:hurr: Did you want that specifically in the dll?

Quote
If you guys have any suggestions to make (e.g., EUDs to add), I'll take note of them and try to throw them in the next release.
If you want them, here are ones that you don't have currently that I had on my list.
Collapsable Box




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!

Nov 30 2011, 1:33 am Roy Post #37

An artist's depiction of an Extended Unit Death

Quote from O)FaRTy1billion[MM]
Quote
so functionality of inserting triggers directly into a map or exporting as a .trg file will be possible.
:hurr: Did you want that specifically in the dll?
I thought the whole point of you making the dll was so I'd have something to manage exporting the data. It seems like you already did the insertion part; was your question directed at exporting a .trg file?




Nov 30 2011, 7:00 am O)FaRTy1billion[MM] Post #38

👻 👾 👽 💪

Yes. I didn't do anything for *.trg. Sorry, didn't specify which one I was referring to in that post.



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!

Jan 6 2012, 12:45 am c(O.Oc) Post #39



Well I've finally found a practical use for the Unit Cooldown function. It involves placing a lurker in the ground as a trap, then killing it once it has attacked. Only problem is I don't think I'm doing right cuz it don't work! :-( I'll figure it out eventually, but maybe on a future release of this tool there could be a mouse-over button that can open a brief summary/description/example of each EPD condition. I believe that would help those noobs out there (like me) to use their EPDs right :|



None.

Jan 6 2012, 4:17 am Roy Post #40

An artist's depiction of an Extended Unit Death

Quote from c(O.Oc)
Well I've finally found a practical use for the Unit Cooldown function. It involves placing a lurker in the ground as a trap, then killing it once it has attacked. Only problem is I don't think I'm doing right cuz it don't work! :-( I'll figure it out eventually, but maybe on a future release of this tool there could be a mouse-over button that can open a brief summary/description/example of each EPD condition. I believe that would help those noobs out there (like me) to use their EPDs right :|
The UI is going to be overhauled on the next release.

As for your issue, here are some guesses as to what may be wrong:

1) Wrong Index ID. Remember that Start Locations don't actually have IDs, so the ID number for SCMDraft's Unit Properties will be inaccurate for anything with an ID greater than a Start Location's ID.
2) Your trigger is owned by a player that isn't in the game, and it therefore won't run.

I attached a sample map with a trigger generated from the program. It appears to be fully functional. Let me know if you still have issues.

Attachments:
EUD_Generic.scx
Hits: 2 Size: 36.31kb




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[02:03 am]
NudeRaider -- Suicidal Insanity
Suicidal Insanity shouted: Oh_Man In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
I mean it could still be possible. It would just look garbage. ;)
[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[2020-5-31. : 4:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
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