Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Writing to SC's memory with extended units!
Writing to SC's memory with extended units!
Aug 7 2012, 3:17 am
By: Biophysicist
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Feb 28 2014, 7:21 am O)FaRTy1billion[MM] Post #181

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Oh, I didn't even think of that! Tanks cannot attack air as they do not have an air attack animation.



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Feb 28 2014, 5:41 pm Zoan Post #182

Math + Physics + StarCraft = Zoan

Im a noob at this (and I'm not a programmer) :( but I want to give these a try :D so, how do you find the address-for-the-Unit-ID at any given unit-Index?

EDIT: and i did look at the EUDDB, I couldnt find it :(

Post has been edited 1 time(s), last time on Feb 28 2014, 5:46 pm by Zoan.



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Feb 28 2014, 6:01 pm Roy Post #183

An artist's depiction of an Extended Unit Death

For finding the Player/UnitID, you can use this: http://www.staredit.net/topic/15378/

For calculating an address in the unit index table, look at Section 6.2 of my EUD tutorial: http://www.staredit.net/topic/14226/#304567




Feb 28 2014, 6:10 pm Zoan Post #184

Math + Physics + StarCraft = Zoan

Great, thanks!

Also, this is my first map trying to test this out, but the map isn't loading that p223 unit :( and I pretty much just copied and pasted the units from the WraithSCV map thing.. could you tell me what I'm doing wrong?

Attachments:
ZoansNEOEUDTESTS.scm
Hits: 6 Size: 56.46kb



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Feb 28 2014, 6:30 pm jjf28 Post #185

Cartography Artisan

two problems, first UnitID:3900 doesn't have enough space to appear on the map, trying moving it to x center = 750
second, you have nothing capable of killing it in reasonable time, try cranking up the marines damage to 60000



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Feb 28 2014, 6:53 pm Zoan Post #186

Math + Physics + StarCraft = Zoan

Oh.. lol okay. How big is the unit, exactly, then?



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Feb 28 2014, 6:57 pm jjf28 Post #187

Cartography Artisan

haven't checked, yet



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Jul 17 2014, 4:56 pm Cinolt Post #188



Kind of late at this point, but here's a complete reference for the Vespene Tank death overflow mentioned in OP.

http://pastebin.com/FzTzF3eG (SEN wouldn't let me copypasta it because it's too big).

Contrary to what's been stated, it's possible to modify the second LSB of any DWORD; a DWORD incremented 256 times will leave the first LSB unmodified but increment the second LSB. The third and fourth LSB's would require 65536 and 16777216 increments respectively, so it would be unfeasible with a preplaced unit limit of 1700.

This particular overflow is nice because StarCraft appears to poll the tech/upgrade tables every frame so changes take place immediately after the death; the vespene tank serves as a nice independent interface in a real map.

Post has been edited 1 time(s), last time on Jul 17 2014, 5:11 pm by yoonkwun.



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[04:53 pm]
martosss -- Thanks, Ultraviolet, I was thinking about that, I am considering even the option of giving observers a chance to play, althogh that would require a bit more triggers to be added
[04:43 pm]
Ultraviolet -- martosss
martosss shouted: If you can give me a solution that would fill P1 I'd appreciate it :)
Best thing I can think of which isn't super elegant, but would probably work is to combine Force 1 and Force 2 and give it a title like "Player & Observers" or something like that
[03:06 pm]
RexyRex -- ya ya ya ya me u
[02:39 pm]
Wing Zero -- :wob:
[2020-8-14. : 5:27 pm]
martosss -- If you can give me a solution that would fill P1 I'd appreciate it :)
[2020-8-14. : 5:26 pm]
martosss -- So the game fills first the force with most open slots, then alternates ... I saw it in melee maps too - there all players are in the same force and even though the mode is top vs bottom, those 2 new forces are generic and joining players are filling the lobby from top to bottom because it's the same force. I've seen other maps where they Alternate and I assume that's because there the map had 2 forces
[2020-8-14. : 5:25 pm]
martosss -- oops, can't write new lines .. oh well ... force1 : P1, force 2: P2, P3, P4, P5, P6, P7 ... force 3: CPU P8 and P2-6 gets filled first
[2020-8-14. : 5:24 pm]
martosss -- no, jjf, my current setup is force1
[2020-8-14. : 4:00 pm]
jjf28 -- I believe slots fill according to ascending player number, so if the observer is player 1, they'll land in that slot first, if the observer was player 8, they'll land in that slot last
[2020-8-14. : 2:57 pm]
martosss -- Hey folks, a quick question ... when people enter a map lobby, can you force them to go in a particular force first? I have a map where there is 1 player, 6 spectators and 1 computer. The players always enter and go to the observer section first. I want them to first go to the player slot if it's free. Is that possible?
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