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:

For calculating an address in the unit index table, look at Section 6.2 of my EUD tutorial:

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?

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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

Rs_yes-im4real - Clan Aura -

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

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. (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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[05:19 pm]
RdeRenato -- I thought the same, class damage, change things to "splash (enemy)" so as not to kill myself. Just my question appeared when I saw UMS without an ally splash, I have not seen post or anything about it
[02:55 pm]
Voyager7456 -- Splash (Enemy) is what Firebats do - it just prevents damage to your own units
[02:51 pm]
MTiger156 -- ...although in my case its ranged units vs. melee zombies and stuff
[02:50 pm]
MTiger156 -- I thought the "Splash (Enemy)" already does that. I've switched Arclite Shock Cannon ans Psi Storm to that and never had friendly-fire issues in PvE maps.
[02:48 pm]
O)FaRTy1billion[MM] -- they probably found some trickery with EUDs and like player IDs or something
[02:47 pm]
O)FaRTy1billion[MM] -- that's why i'm not sure how they did it
[02:16 pm]
Voyager7456 -- :thinking: nothing jumped out to me after looking at the damage functions
[01:48 pm]
O)FaRTy1billion[MM] -- there are EUD maps with splash that doesn't hit allies, but I'm not sure how they did it
[01:34 pm]
Voyager7456 -- Corbo
Corbo shouted: dem0n's gonna go in first round
We must work to allow the RAWRZ!!! ^_^ Monster the victory it has long deserved O_O
[01:33 pm]
Voyager7456 -- You need to do some GPTP plugin shit if you want to avoid that
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