Staredit Network > Forums > SC1 Mapping Tools > Topic: SCMC (Tentative Name)
SCMC (Tentative Name)
Jun 10 2012, 5:21 pm
By: Cinolt  

Jun 10 2012, 5:21 pm Cinolt Post #1



SCMC is a tool (though somewhat more of an API) to compile binary trigger, location, and unit data into a map systematically, allowing all of the flow control, math functions, etc. that the C/++ language provides.

First you need a C++ compiler (the rest of the instructions assume GCC (Minimalistic GCC for Windows), remember to check the option for the C++ compiler. You need to include the directory to the GCC executables to your PATH environment variable. For Windows, assuming installation at C:\MinGW, the directory is C:\MinGW\bin. So if the existing contents of the PATH environment variable is ABC123, then the new PATH environment variable should read C:\MinGW\bin;ABC123).

Unpack the scmc files anywhere (dirty hack for Windows; I stole SFmpq.dll from MapSketch because compiling it gave me a runtime error :x). Read the header files (files that end in .h) for the C prototypes/enums.

Use a batch file, or use Notepad++ with the NppExec plugin (similar to MacroTriggers' instructions), using this script:
Code
cd "$(CURRENT_DIRECTORY)"
NPP_SAVE
g++ -I. -L. -lSFmpq -lscmc "$(FILE_NAME)" -o scmc.exe
./scmc.exe $(NAME_PART)pre.scx $(NAME_PART).scx
xcopy /y $(NAME_PART).scx "C:\Program Files (x86)\StarCraft\Maps"

The last command doesn't work as it is from lack of privileges; installing StarCraft in an alternate directory would remedy this problem.

I honestly don't have the motivation to explain it more formally, but I'll explain details on a question/answer basis. There's example files tankdefense.cpp and tankdefensepre.scx. Open it with Notepad++ and run the script to get the result, tankdefense.scx.

Post has been edited 5 time(s), last time on Jul 4 2012, 12:48 am by yoonkwun.



None.

Jun 10 2012, 5:50 pm Roy Post #2

An artist's depiction of an Extended Unit Death

Most mappers on Windows 7 have SC installed somewhere other than the Program Files directory for specifically that privileges reason. I personally put all my games in C:\Games.

So... This program is to code SC map data in C? Is there some advantage to this over just using an editor, excluding familiarity?




Jun 10 2012, 5:58 pm Cinolt Post #3



Advanced maps with more sophisticated triggers (location grids, binary countoffs) require many (in the order of thousands) redundant triggers, which are made systematically. Basically it has the same advantage as the other trigger compilers (MacroTriggers, ProTRG, Oreo Triggers) except mine compiles the data directly into the binary map, not requiring the need for copy and pasting text triggers, and has builtin support for locations/units (for hybrid grids).



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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