Can you tell us what your concept is? Or will you not tell s until your tests prove true?
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Here is what I was thinking off of what you said awhile go about how EUDs can detect unit health. This might sound complex but I know what I'm thinking in my mind. I am currently making a CTF map that has classes in it that able to cast there own special spells. My first system of dealing damage with the spells was having a virtual health system, but then I thought to myself "what about the melee classes?". My second system was dealing with scarabs and each spell would send out a certain number of scarabs to a foe or whatever they needed to do to deal damage. I found that to become too complex, but the melee classes could work. And now this is my concept of what I have come up with. I don't know if anyone else has done this before but this is what I thought of. My current system is going to have
all units have a health of 10, that's right just 10. I will have all unit damages be between 1-9, not 0 because you can't have that and not 10 because that would kill them. Once a unit is hit with a melee character in this case, and the melee unit deals 5 damage. The EUD will detect that the player unit currently has 5 health and instantly changes the health to 100%, but here is the kicker. The REAL health is within the minerals. If the EUD condition comes up with the unit having 5 health, minerals are subtracted (just like health can't be) and that will be there current health after the attack. Once the minerals reach 0 then the unit will die. But what if your playing a class which doesn't have as much melee power? That other class will have a damage of 4 on the unit. The EUD will detect only having 4 health and will subtract a less amount of minerals making up for the 'weaker' attack. But then I thought of another big plus, the spells and their damages. The damage of the spells can simply be subtracted right from the minerals and I don't have to worry about those stupid scarabs or anything else. Simply subtract and done. My only fear is that I'm not quite sure that the EUDs will work like I want them to. If they do then we might have ourself a new way of playing RPGs will spells in them...
Sorry for the long post but you asked for my concept and there is it...
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That is actually a very very good idea. Not to mention, allowing to add/subtract HP from a counter would mean that you are able to give HP upgrades in the form of adding resources or points.
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I was hoping to make a tutorial on this if everything works out ok. Thanks for the comment though
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I needed it, at the time, was because I was making a snipers map, but I decided to make each unit have 2 health, and the terrain be mostly jungle, so that I can mix high jungle in with it to increase the chance of missing, so that if a unit is detected to have 1 health, a switch is set. If it stays cleared, and you killed a unit, that means you just got a headshot.
Your idea is very interesting, but I doubt that RPG would last very long... first of all, you would have to keep updating it to find out the health detection for EACH unit for EACH player every time a new patch comes out, and a few patches later, you might get really annoyed with the hastle. Or, you could just update when you want to play it.
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With that being said... Do the EUDs of Uberation 3 even work with the current patch of StarCraft now? There have been a couple of patches since the release of Uberation 3...
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Nah, you need to find the correct offsets, Farty's website has a program that can find them.
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So how would I update Uberation 3 with those new offsets? I DLed Uberation from your website Falkoner, does your version have all of the latest updates to it? And plus, I don't know the address to Farty's website to find this program you speak of...
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Here's Farty's site...or rather, the program in question.
http://farty1billion.dyndns.org/?pg=4edit: whoops, someone already posted. In any case, I downloaded the program, can anyone tell me what to look for, so I can try to find the HP detect EUD myself?
Post has been edited 1 time(s), last time on Mar 9 2008, 9:42 am by MalFunkShun.
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ermmm... I can't get either Uberation or EUDTrig to work/help me with what I'm looking for. I have my test map all setup and everything and I can't get these to work. I thought Uberation 3 had the built in EUD condition editing? Or maybe that was Uberation 2...
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However, EUD conditions are still extremely useful. They can detect certain things such as text, health, screen position, unit selection... so on and so forth.
You guys mean, EUD conditions do anything?
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Yes. They detect things because the the unit id number is too long, and it reads into starcraft's memory.
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Just an History question :
Who discovered the Triggers of God?
... and the EUDs?
And when?
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Just an History question :
Who discovered the Triggers of God?
... and the EUDs?
And when?
Some random guy that was really bored(Deathknight?) figured out that you could manually type things into the "units" box, and typed in a long number. Because s/he was so bored, s/he tested the map and something cool happened. From then on, he has been testing random numbers of great length.
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I'm still not getting the correct ways to make a condition of detecting unit health... any help in
this topic?
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Why were EUD actions taken out? I know about the loading of viruses ect...
What good are they anyways? Every patch you must go in and re-figure all of your calculations, and change the triggering. You must find out what they are and how to incorperate them into your map. It just seems like alot of work for something that will never realy get put to use.
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Why were EUD actions taken out? I know about the loading of viruses ect...
What good are they anyways? Every patch you must go in and re-figure all of your calculations, and change the triggering. You must find out what they are and how to incorperate them into your map. It just seems like alot of work for something that will never realy get put to use.
You can patch memory with a trigger. For example, you can add shields to a terran marine in-game (the address in units.dat is 9A8, but now I need to know where units.dat is stored in memory
).
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How would somebody figure this out?
I atempted to do this with Artmoney, a Hex Editor, and EUDTrig. It was to complicated for me to understand.
How would a random map maker, stumble upon this Extended Unit Deaths? You can't normaly (Scmdraft2) make a trigger with a unit that is not in the pull down menu. You could I think with the Text version, but who know how that works. You can do this with StarForge, but who uses that?
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He tested it intentionally. It started by using large player numbers. He played a lot in SC's memory...
Also EUD Actions can't do anything to harm your SC. They can only write
after the death table within a limited range that is basically just data anyway. Sure you could probably screw a value over and alter the running of SC. Omg, restarting SC... so fatal.
I'll write a guide including history on them. I'll attempt to clear up some of these misconceptions that exist...
EDIT: Actually, I've never checked to see if any code exists within the EUD range.
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