Staredit Network > Forums > SC1 Mapping Tools > Topic: EUD Snipers Power Tool (Barrier+Teleport+Visor+EMP)
EUD Snipers Power Tool (Barrier+Teleport+Visor+EMP)
Jul 11 2019, 2:40 pm
By: T-warp  

Jul 11 2019, 2:40 pm T-warp Post #1



https://www.youtube.com/watch?v=tmVgXGKWTIM

How was the eud sanc 2 made has bugged me for a long time now. I have an idea about how it was made, and recreated a few time locked maps myself using HAT. It was python based stuff and hardly releasable, so I decided to make this. It's only alpha (and will be for a long time now) and probably full of bugs that I didn't even consider testing.

The user interface is simple:

You load settings (that contain a session data, everything you set can be saved in that), and a map. Then everything becomes editable and you can mess with settings, add sounds (original from EUD Sanctuary 2, from your own map, or any sound file from your computer). You can also tweak your map and add touch revive, sanctuary colors or leaderboard.

You can leave those unchecked if you have these things in your map already (like if your map handles kill sounds, leave gunshot unchecked).

To use barrier, you must perform units recalculation. This is done automatically by the library, and you can adjust the values additionally.



There are numerous limitations for using this tool:
  • STR if f**ked up and you can only have like 5kb of your own string data (should be enough for no very talkative maps)
  • UPRP is f**ked up (this is a work on progress). Using triggers like "Create units with properties" will lead to either broken units or worse.
  • LOC is f**ked up (you can only use like 200 locations instead of full 255)
  • You will probably need to use additional compressor to deflate the final map file (work in progress as well)
  • Time lock triggers crash after map expires? (A feature)
  • If you used EUD Editor to alter any aspect of the map, you should expect undefined behavior (by this tool and even sc)
  • EPD Editor is fine though. EMP is parasite, so you can even mod it further with it
  • Touch revive is ore based, any map that utilizes ore will break it
  • Background music cannot be turned off?
  • Hyper triggers break the EUD part. Before using the tool, remove all hyper triggers
  • Slot 7 must be a computer slot (has the EUD stuff). Slot 8 doesn't get abilities (work in progress)
  • Condition "Elapsed time is at least 3 seconds" will be added to all your triggers, so if there is a trigger with 16 conditions, expect a crash



This tool is highly experimental, and you should always have a backup of your map before using it. If you find a bug, please report it here.
Source files are located here.

Attachments:
QCHK.exe
Hits: 0 Size: 3975kb

Post has been edited 19 time(s), last time on Jul 19 2019, 10:26 pm by T-warp.




Jul 12 2019, 7:18 pm T-warp Post #2



Fixed anywhere remapping and triggers not being made. Also (kind) figured barrier (how to disable it)




Jul 14 2019, 4:11 pm T-warp Post #3



Fixed a lot of stuff, including: Propert locations remapping, unit properties remapping, added support for barrier recalculation and stuff




Jul 15 2019, 11:31 am T-warp Post #4



Alpha 3 now supports additional unit settings recalculation! It's known to crash for units not present in game




Jul 15 2019, 1:41 pm Wormer Post #5



Sorry for stupid question, but I couldn't figure it out from the video. What barrier and visor do? :ermm:



Some.

Jul 15 2019, 3:28 pm T-warp Post #6



Quote from Wormer
Sorry for stupid question, but I couldn't figure it out from the video. What barrier and visor do? :ermm:

Visor is something like auto-attack. It basically unallies computer so your unit shoots on its own. It lasts for a few seconds. Barrier restores health to 12 and adds short term shield.




Jul 15 2019, 4:31 pm T-warp Post #7



Fixed unit names in alpha 4. I wonder how many times I have used those incorrect ones before.




Jul 15 2019, 4:37 pm Wormer Post #8



There is also some kind of a jump-over-the-wall @9:57 when he clicks the "landing" button



Some.

Jul 15 2019, 4:41 pm T-warp Post #9



Quote from Wormer
There is also some kind of a jump-over-the-wall @9:57 when he clicks the "landing" button
You can teleport into some types of walls (not solid walls).




Jul 19 2019, 1:47 pm T-warp Post #10



I solved the team kill issue. Simply add armor to ghost and set enemy weapons to ignore armor. If the map has enemy ghosts, add weapon bonus to high number and their upgrade level to 1.




Jul 19 2019, 2:30 pm Wormer Post #11



There are different aporaches, each of them is not without a drawback. This is another quite interesting way to solve the problem. The price is players can't have meaningful custom armor upgrades, since enemies bypass armor anyway.



Some.

Jul 19 2019, 3:40 pm T-warp Post #12



Finally fixed locations relocations. There are many ways to do it, I chose the only that required the least work inside the map editor. I can't possibly go through every single unit and recalculate damage to take armor in account.




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UEDCommander -- That worker hardcode shit is annoying
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UEDCommander -- I would like to point out that "successfully modded" and "done everything i want" are two big differences
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Pr0nogo -- kiwi
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A_of-s_t -- I think Corbo made it a mango at one point
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jjf28 -- what was it.. like... a peach originally?
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