Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unit coordinate detection
Unit coordinate detection
Jan 10 2013, 6:19 am
By: Leeroy_Jenkins  

Jan 10 2013, 6:19 am Leeroy_Jenkins Post #1



Hello all, I was hoping someone would be able to give me a head-start towards tracking a unit's coordinates through euds. I want to eliminate "locations" to detect where the main hero is, as I have run in to location limits (and unit limits for other methods of doing this). I imagine that for each "location" I would have 4 EUD conditions, "at leasts" for the left and top bounds of the "location", and "at mosts" for the right and bottom bounds. I need help in determining what condition those would be, and then how to convert location coordinates into the memory values.

Edit: I should also mention the unit's index is 1594



None.

Jan 10 2013, 11:54 am Kaias Post #2



For the memory condition use player 27940 for X coordinate and player 27941 for the Y coordinate (for index 1594). The values you give it should be *256 the coordinate you want.

Or you could use Roy's EUD Generator, and just input the index and range of values. Or you could let Oreo do it for you (a little late in development for that though).

Post has been edited 2 time(s), last time on Jan 10 2013, 11:59 am by Kaias.



None.

Jan 10 2013, 12:06 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Kaias
Or you could let Oreo do it for you (a little late in development for that though).
Couldn't he make a new map with these triggers using Oreo and then copy it over?

Worst thing that could happen he has to rename a dc, right?




Jan 10 2013, 2:22 pm Roy Post #4

An artist's depiction of an Extended Unit Death

I might be biased, but I'd recommend EUDGen because it's fast and easy for what you're doing. You'll have to do each trigger individually, of course, but it will let you enter all four coordinates at the same time.






Jan 10 2013, 8:35 pm Leeroy_Jenkins Post #5



Thanks for the help Kaias that's what I was looking for. But thanks even more Roy I didn't know about this program



None.

Jan 10 2013, 10:23 pm Kaias Post #6



Quote from NudeRaider
Quote from Kaias
Or you could let Oreo do it for you (a little late in development for that though).
Couldn't he make a new map with these triggers using Oreo and then copy it over?

Worst thing that could happen he has to rename a dc, right?
Yes, but Oreo works best when you make the entire map with it. This is because Oreo does resource management for you- if you mix it with regularly made triggers then you have to manually tell Oreo what resources it isn't allowed to use. When you create a deathcounter in Oreo, you don't actually know which unit/player the deathcounter uses, because ideally there's no reason to. Of course, you could manually tell it which unit/player to use.

Roy's EUD gen is the best option here. If, however, Leeroy wanted to load a couple deathcounters with the x and y coordinates of the unit, then I could easily generate it for him with Oreo. The advantage of doing that is you can then compare the x and y position against other deathcounter coordinates.



None.

Jan 11 2013, 1:11 am Leeroy_Jenkins Post #7



I noticed that irridate is not part of the unit status options in your program Roy, is this possible to detect?



None.

Jan 11 2013, 1:20 am Roy Post #8

An artist's depiction of an Extended Unit Death

Yes, it is.

Quote from Source
+0x112 - WORD wDMatrixDamage
+0x114 - BYTE bDMatrixTimer
+0x115 - BYTE bStimTimer
+0x116 - BYTE bEnsnareTimer
+0x117 - BTYE bLockdownTimer
+0x118 - BYTE bIrradiateTimer
+0x119 - BYTE bStatisTimer
+0x11A - BYTE bPlagueTimer
+0x11B - BYTE bIsUnderStorm
It's the first byte after the Matrix/Stim/Ensnare/Lockdown block. Just add one to the player number on the Defensive Matrix generated trigger (e.g., if you're using Index 0, change "19094" to "19095").




Jan 11 2013, 4:56 am Leeroy_Jenkins Post #9



Thanks!



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