Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [EUD] Documentation Thread
[EUD] Documentation Thread
Jan 13 2018, 12:36 am
By: Sie_Sayoka
Pages: < 1 2 3
 

Sep 29 2020, 5:31 pm Oh_Man Post #41

Find Me On Discord (Brood War UMS Community & Staredit Network)

HOW TO MODIFY THE "RANK" LINE
This is the rank line:


It is the second line beneath the Unit Name. We can modify it to display information to the player. First things first, if your unit is not Terran you will have to make it Terran in order for this to work. Go to Datedit > Unit > Basic and change it here:

EDIT: Something to consider. I've discovered sometimes it isn't enough to just check the Terran box. For instance buildings won't get ranks unless you temporarily transform them into units first. It's tricky stuff that I don't yet fully understand so my advice is to experiment yourself to see what works and doesn't work with the Rank line.



Next move from the Basic tab to the Staredit tab. Here you will find the list of ranks, which you can modify to say whatever you want. I've changed the rank of Admiral to say "Stunned!"



Now in order to apply this rank in game with triggers, you have to use an EUD action in TriggerEditor called SetDatfile, which looks like this:



This one action has a LOT of uses, but for my purposes I'm going to choose the following options:



Datfile = units.dat
Object = the unit you want to give the "rank" to.
OffsetName = Rank/Sublabel
DValue = this is a dropdown menu of all the ranks, which you will have modified to the string of your choice in the steps above.

Now, save your settings, boot up the game, and behold:



My Terran Zerg Defiler High Templar abomination can be Stunned! This can be turned off and on with triggers via Death Counters! For extra effect, you can modify two ranks to identical strings with different colours, then use death counter timers to toggle between the two strings, to create a flashing text effect! This will be handy to let the player know they've been stunned, or frozen, or poisoned, or whatever!

DAY & NIGHT SYSTEMS, BLINDING EFFECTS, ETC.
Say goodbye to using Medics blinds and burrowed units to modify vision radius, we have some handy new tools we can use which make them completely redundant.

In TriggerEditor use the SetDatfile EUD action, which looks like this:


Now select units.dat, the unit whose vision radius you want to modify, and select SightRange, and then choose an integer, with 1 being the smallest SightRange (comparable to a burrowed unit). For me, it now looks like this:



Now, when I open my map, you can see my new vision radius:


EDIT: I discovered something important to consider regarding modifying SightRange. If you have an upgrade like Ocular Implants (increases Ghost sight range by 1) purchased, it will make the Terran Ghost's sight range permanently at that number and you can no longer modify it with the above technique. However it doesn't affect the hero ghosts. Other sight upgrades are Antennae (Overlord), Sensor Array (Observer) and Apial Sensors (Scout).

You can see a full list of upgrades here: https://liquipedia.net/starcraft/Upgrades#Sight_Upgrades

I suspect the same rule applies with SetDatfile and other upgrade types (speed, attack range, etc.)

EDIT: There is another thing to consider which I forgot to mention, and that is these change every unit, not specific units. So if I am changing the vision of High Templar, for example, all High Templars on the map will have their vision changed.

Now, there is another EUD action we can use, called SetLight:


We can use this to increase or decrease the in-game brightness (it doesn't affect the UI, thankfully). This is perfect for creating a moody night-time atmosphere, or a dark cave, especially when combined with the above technique.

You can also use this action to create cinematic scene changes: fading to black, centering location to your next scene, then unfading. And of course, if the player gets blinded by some spell, you can decrease their vision radius or brightness.

Here is a GIF which demonstrates SetLight in action:
https://i.imgur.com/Y2JMQxC.mp4

Good luck, mappers!

Post has been edited 7 time(s), last time on Sep 12 2021, 4:16 pm by Oh_Man.




Nov 10 2020, 12:06 am martosss Post #42



I am trying to figure out EUDs and I think it's useful to look at some "books" from the korean naver site.
https://cafe.naver.com/edac/book1678930
https://cafe.naver.com/edac/book2573592

Those(and others) can be found if you go to the main "edac" cafe and look on the left ... there's a "book" section .. then you choose which book and you can look at a list of contents and read stuff ... some things are explained well there, so I thought I'd add those links as an idea. They can be browsed with chrome + auto translate option(might need to switch it off-on each time you view a new page)

Ah, a little bump in the road is that you need to create a free naver account to access that content. I managed to do it and I can say, it's totally worth it :)

Post has been edited 1 time(s), last time on Nov 10 2020, 12:09 am by martosss. Reason: note on acc required



None.

Jan 14 2021, 5:07 am Ultraviolet Post #43

Don't stop till you get enough

Hey Oh_Man, thanks for your tutorial contribution. Would you be able to elaborate (and maybe add to your post) on how the SetLight function works? I'm specifically wondering what are the min and max values equal to? I assume SetLight 0 = complete darkness. At what value is complete light achieved?




Jan 14 2021, 3:40 pm Oh_Man Post #44

Find Me On Discord (Brood War UMS Community & Staredit Network)

I don't know what the value is for maximum light.




Jan 15 2021, 5:35 pm Sie_Sayoka Post #45



If it just uses the regular vision radius then the max should be 11? Anything higher will cause SC to crash.



None.

Jan 15 2021, 8:03 pm Ultraviolet Post #46

Don't stop till you get enough

Quote from Sie_Sayoka
If it just uses the regular vision radius then the max should be 11? Anything higher will cause SC to crash.

I just assumed light level and vision radius were different things since from Oh_Man's description it appears light level affects the entire screen regardless of unit selected.

Post has been edited 1 time(s), last time on Jan 16 2021, 8:59 am by Ultraviolet.




Jan 16 2021, 6:36 am Sie_Sayoka Post #47



My mistake. If it's the brightness you can just change the settings to min/max to see what it'd look like.



None.

Jan 16 2021, 9:06 am Ultraviolet Post #48

Don't stop till you get enough

Quote from Oh_Man
I don't know what the value is for maximum light.

I'd even just be interested in the values you used for the purposes of making your gif.




Jan 16 2021, 10:50 am Oh_Man Post #49

Find Me On Discord (Brood War UMS Community & Staredit Network)

I just had a preserved trigger changing the value by one increment every trigger cycle with turbo-hyper triggers.

So what's that, like 24 increments per second? So the max value is probably around the 30 mark, I'd guess.




Feb 8 2021, 2:19 am Ultraviolet Post #50

Don't stop till you get enough

Quote from Oh_Man
I just had a preserved trigger changing the value by one increment every trigger cycle with turbo-hyper triggers.

So what's that, like 24 increments per second? So the max value is probably around the 30 mark, I'd guess.

Cool, that's a good starting place, thanks :)

Quote from Sie_Sayoka
QUIRKS
These are weird stuff that either requires further testing or has some kind of hard coded bullshit.
  • Splash causes units to run away depending on the weapon graphic. Arclight and White Circle do not cause running.
  • HP bar and selection circle size are tied to sprites. Not really a quirk as these Euds are read only but Eud Editor lets you change the values despite them not doing anything.


UNIT TYPE QUIRKS
These are hardcoded quirks for unit types (Unit slots within the DatEdit>Units tab).
  • Scarab and interceptor unit types cannot be created with triggers.
  • Carrier/Reaver/Vulture and heroes are the only slots with hangars.
  • Carrier and Reaver hangar unit exit times are hardcoded. A reaver may only have 1 scarab out at a time.
  • Doors and Nuclear Missiles cannot be selected at all and cannot be moved with triggers.
  • Map Revealers also cannot be selected and will be invisible.
  • Scanner Sweep has many interesting properties.
  • Bunker will release carried units upon death if it has the building flag.


Something I found that I believe is hardcoded and may be worth adding to the list: Certain units cannot be selected in groups, even if converted to function as units that normally would be selectable in groups. I encountered this issue when turning a bengalaas into a zergling. I expected to be able to grab up the zergling in a group with the rest of my units, but unless I'm missing something, I think critters are hardcoded to only be individually selectable. I tried messing with different flags to make the benga-ling group selectable, but never was successful. If I am missing something, please let me know! I'm not sure, but I'm guessing this rule might also apply to buildings converted into units via EUDs.




Feb 8 2021, 8:55 pm Sie_Sayoka Post #51



The 'Single Entity' flag under datedit>unit>advanced is responsible for allowing only single unit selection. The other cause would be the building flag. A good practice is to simply copy/paste the settings of one unit onto another and edit them afterwards.



None.

Apr 20 2021, 2:58 am BumpelSnake Post #52



Quote from Oh_Man
HOW TO MODIFY THE "RANK" LINE
This is the rank line:


It is the second line beneath the Unit Name. We can modify it to display information to the player. First things first, if your unit is not Terran you will have to make it Terran in order for this to work. Go to Datedit > Unit > Basic and change it here:



Next move from the Basic tab to the Staredit tab. Here you will find the list of ranks, which you can modify to say whatever you want. I've changed the rank of Admiral to say "Stunned!"



Now in order to apply this rank in game with triggers, you have to use an EUD action in TriggerEditor called SetDatfile, which looks like this:



This one action has a LOT of uses, but for my purposes I'm going to choose the following options:



Datfile = units.dat
Object = the unit you want to give the "rank" to.
OffsetName = Rank/Sublabel
DValue = this is a dropdown menu of all the ranks, which you will have modified to the string of your choice in the steps above.

Now, save your settings, boot up the game, and behold:



My Terran Zerg Defiler High Templar abomination can be Stunned! This can be turned off and on with triggers via Death Counters! For extra effect, you can modify two ranks to identical strings with different colours, then use death counter timers to toggle between the two strings, to create a flashing text effect! This will be handy to let the player know they've been stunned, or frozen, or poisoned, or whatever!

The commonly available version of EUD Editor 2 seems to be 0.17.8.2, whereas your screenshots show 0.17.9.7

I am saying this because I tried to define a custom rank, but the rank dropdown does not allow custom text. The form has only a selection of available strings or an index thereof, so I reckoned maybe it has something to do with older/newer versions.



None.

Apr 20 2021, 7:57 pm Ultraviolet Post #53

Don't stop till you get enough

Quote from Sie_Sayoka
The 'Single Entity' flag under datedit>unit>advanced is responsible for allowing only single unit selection. The other cause would be the building flag. A good practice is to simply copy/paste the settings of one unit onto another and edit them afterwards.

I thought so too, but from experience I can definitively say that at least the Bengalaas unit is not selectable in a group of units despite not having the Single Entity flag or the Building flag checked.

Quote from BumpelSnake
The commonly available version of EUD Editor 2 seems to be 0.17.8.2, whereas your screenshots show 0.17.9.7

I am saying this because I tried to define a custom rank, but the rank dropdown does not allow custom text. The form has only a selection of available strings or an index thereof, so I reckoned maybe it has something to do with older/newer versions.

EUD Editor 2 0.17.9.6




Apr 22 2021, 5:56 am BumpelSnake Post #54



I found the version Sayoka is using. It was on some chinese website, I didn't document which exactly, but I'm pretty sure I found the link in these forums.

I reupped it:

https://mega.nz/file/3AQ2xTRC#GegStHHzYkV3IWNnqXe2nuXhA7o8_X_Xx4WyB5-EMGw

edit: here it is https://www.kahuuchino.com/2019/07/28/878/



None.

Apr 22 2021, 12:26 pm O)FaRTy1billion[MM] Post #55

👻 👾 👽 💪

Quote from Ultraviolet
Hey Oh_Man, thanks for your tutorial contribution. Would you be able to elaborate (and maybe add to your post) on how the SetLight function works? I'm specifically wondering what are the min and max values equal to? I assume SetLight 0 = complete darkness. At what value is complete light achieved?
I am replying a bit late, but the values are 0 to 31: http://farty1billion.dyndns.org/EUDDB/?pg=entry&id=920



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Aug 7 2021, 10:40 pm Ultraviolet Post #56

Don't stop till you get enough

Quote from O)FaRTy1billion[MM]
Quote from Ultraviolet
Hey Oh_Man, thanks for your tutorial contribution. Would you be able to elaborate (and maybe add to your post) on how the SetLight function works? I'm specifically wondering what are the min and max values equal to? I assume SetLight 0 = complete darkness. At what value is complete light achieved?
I am replying a bit late, but the values are 0 to 31: http://farty1billion.dyndns.org/EUDDB/?pg=entry&id=920

Also sorry for the late reply, but thanks, good to know!

Crossposting here for visibility:

HOW TO MODIFY PLAYER COLOR AND UNIT COLOR

Renato requested I make a picture tutorial of how to change player colors and unit colors in EUD Editor 2. I figured it was worth sharing here as well since I don't remember seeing a tutorial that worked for changing these values. Thanks to everyone in the SEN EUD Discussion Discord group for answering all my questions and showing me how to do this :)

Enter Advance View in Trigger Editor:



Player Color and Basic Unit Color Changes:



Color Changes for Units with Subunits (Tank, Gol, etc):



https://cafe.naver.com/edac/73202 is an excellent resource for seeing what all the different player color values look like in jungle tileset. Keep in mind some of these colors may vary by tileset. PColor value can be anything between 0-255, running this function will update all of that player's units to be the new color selected. UnitColor value can be anything between 0-11, running this function will set the selected unitPTR to be the selected player color P1=0, P2=1, etc.. What I do for custom colors that don't belong to any given player is set one of the players 9-11 to the desired color and then set the unit to be whichever player 9-11 I have selected to have the desired color. I believe this can be done infinite times to create whatever array of colored units you desire. This is an extremely handy trick for doing a variety of things, one of the primary things I use it for is to give enemy heroes a different color than standard enemy units, allowing them to be owned by the same player while being visually distinct.

Post has been edited 1 time(s), last time on Aug 8 2021, 1:20 am by Ultraviolet.




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