Jul 16 2014, 7:31 am
By: trgk  

Jul 16 2014, 7:31 am trgk Post #1

EUDA needed.
Don't confuse with EUDTrig

Original idea
eudtrglib is a library for generating self-modifying trigger.

- Trigger execution order can be freely manipulated. So, loop & conditional branch is also supported.
- Triggers can be dynamically modified.

- Support functions : you can really reuse your triggers multiple time in SC level.
- Support variables that you can assign, add, subtract to any address.

- Built-in functions. Including
- Multiplication & Division (f_mul, f_div)
- Memory read/write (f_dwread, f_dwwrite)
- Address to EPD Player. (f_epd)
- Extract word/byte inside dword ( f_dwbreak )
- Memory copy / String copy (f_repmovsd, f_memcpy, f_strcpy)

- Built-in Basic control structures (EUDJump, EUDJumpIf, EUDJumpIfNot)

How to install:
1. Install Python 3.x and pip
2. Run following in command line : "pip install eudtrg"
Or you may use PyPI

How to run examples:
1. Download attachment & unzip all of them into somewhere
2. There should be lots of .py files. Run all of them.
3. Example maps should be created at outputmap/. Run those with EUDA enabled

- Heinermann, EUD dev
- Unit property syntax is borrowed from MacroTrigger.
- Forward() synatx is borrowed from pyparsing.
- Various file formats from modcrafters
- CHK fromat from rpgkdh & SEN.
- SFmpq, Starforge (Trigger condition/actions)

Currently documenting the library. :D

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Post has been edited 7 time(s), last time on Oct 17 2014, 6:12 am by trgk.


Jul 16 2014, 3:16 pm NudeRaider Post #2

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

Suggestion: Rename it. The name is so similar to EUDTrig that they'll get confused despite your disclaimer.

Apart from that it sounds powerful though I have trouble grasping what it actually can be used for. Maybe some examples of what (kinds of) triggers it can generate and how it's different from other trigger generators may be useful.

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[11:34 pm]
martosss -- I've seen some crazy effects with EUD though :) like ... fireworks .. or rotating dying units that create a storm-like effect
[11:32 pm]
martosss -- you can play any sound ... but i dont think you can do the nexus thing .. i'm not sure if you can achieve that
[11:26 pm]
sraw531 -- at worst I would like a system in which you could do cool cinematic effects - a landing sequence in which the buildings actually warp in instead of being created and playing the sound of them finishing
[11:24 pm]
sraw531 -- I want you to be able to make a base with a corsair as a probe, basically, but without modding or euds at all.
[11:23 pm]
sraw531 -- timers are not the issue. its the building itself.
[11:23 pm]
martosss -- If you want a timer, why not just use death counters to achieve it? If you also include hyper triggers(which you most certainly should do for a good map) it would give you a very precise counter system
[11:22 pm]
sraw531 -- ideally, I want "Dweb exists: replace with a 0% progress in construction 10 second build time of specific building type"
[11:21 pm]
sraw531 -- then when nexi is finished, it either gets removed and replaced with the building you actually want, or the building moved was actually the correct building and not just nexi.
[11:20 pm]
sraw531 -- I was thinking something more like nexi take half as long as usual, every 5 seconds or so in the corner the computer will try to make a nexi, every 5 seconds it will move it away and then have a couple locations that the building cycles through to determine age and then remove them after a few steps, then if you use DWeb it moves the oldest one to the DWeb and removes DWeb
[11:19 pm]
martosss -- martosss
martosss shouted: sraw531 you can increase the building time to ... 1hour .. then you'll have buildings that build for a long, long, ... long time but you should think about simplifying stuff ... using buildings under construction sounds ... strange ...
I mean the time it takes a building to finish constructing :D
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