Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: What happens if I create a trigger action in "TRG " that
What happens if I create a trigger action in "TRG " that
Mar 17 2019, 1:10 pm
By: sethmachine  

Mar 17 2019, 1:10 pm sethmachine Post #1



Hi,

I am going off the format here: http://www.starcraftai.com/wiki/CHK_Format#.22TRIG.22_-_Triggers

According to this format, each action consists of different unsigned integers which indicate what the trigger actually does.

There seem to be many many combinations of setting different action bits than named trigger actions in the GUI.

For example, what stops me from creating an action that plays a WAV but also specifies a Source location? Does Starcraft use the action byte and only read fields that are used by that action, ignoring everything else that is set in the action struct?



None.

Mar 17 2019, 9:06 pm Suicidal Insanity Post #2

I see you !

what do you mean by action bits?




Mar 22 2019, 1:56 am O)FaRTy1billion[MM] Post #3

👻 👾 👽 💪

Quote from sethmachine
For example, what stops me from creating an action that plays a WAV but also specifies a Source location? Does Starcraft use the action byte and only read fields that are used by that action, ignoring everything else that is set in the action struct?
Yes. Fields that are unused by a particular action will be ignored.



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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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