EUD
Jan 29 2008, 1:11 am
By: stickynote
Pages: < 1 2 3 4
 

Mar 26 2008, 9:25 pm Doodle77 Post #61



Quote from FaRTy1billion
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...
There are many modules (dlls) located after the death table, you can write to those. You can also overwrite function pointers.



None.

Mar 26 2008, 9:28 pm O)FaRTy1billion[MM] Post #62

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But still, how could you write an entire virus in it? Unless you found a large block of unused space, shoved some ASM in int-by-int, an modified some pointer there... but that'd be a ton of work. You'd still be better off writing like a hack for SC and shoving viruses in that.



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!
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Mar 26 2008, 9:29 pm Doodle77 Post #63



Quote from FaRTy1billion
But still, how could you write an entire virus in it? Unless you found a large block of unused space, shoved some ASM in int-by-int, an modified some pointer there... but that'd be a ton of work. You'd still be better off writing like a hack for SC and shoving viruses in that.
People are more likely to download a map than a hack.



None.

Mar 26 2008, 9:32 pm O)FaRTy1billion[MM] Post #64

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Download, maybe. But actually play... that's pushing it. Especially if the map does something noticibly horrible to them.



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!

Mar 26 2008, 9:54 pm Laser Dude Post #65



Quote from FaRTy1billion
Download, maybe. But actually play... that's pushing it. Especially if the map does something noticibly horrible to them.
How is playing the map pushing it? Most B.netters wouldn't care what's in the map. Also, it doesn't need to do something noticably horrible to them. It could just make something silly appear on their screen, or even be a simple trojan virus that runs itself silently in the background, sending data back to somewhere.



None.

Mar 26 2008, 10:18 pm O)FaRTy1billion[MM] Post #66

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Most maps don't get spread. We all know this. Also how can you fit an entire trojan and TCP/UDP communication function into a map? I don't think there is that much free space in a data segment. I also don't think anyone would dig through SC enough to find one that would be easily usable.



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!

Mar 26 2008, 10:21 pm candle12345 Post #67



*Thinks about putting it inside DoTa for WCIII*
*Cackles maniacally*



None.

Mar 26 2008, 10:23 pm Falkoner Post #68



Yeah, the only reason that the virus would ever run is if SC actually attempted to read whatever you put in there, which it probably wouldn't, and even if it did, it would only affect SC most of the time.



None.

Mar 26 2008, 10:26 pm O)FaRTy1billion[MM] Post #69

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Quote from Falkoner
Yeah, the only reason that the virus would ever run is if SC actually attempted to read whatever you put in there, which it probably wouldn't, and even if it did, it would only affect SC most of the time.
That's what Doodle was talking about, though. Function pointers are little 'variables' in memory that are used by SC for easy calling of functions. You'd just spam some ASM somewhere and redirect one of the pointers.



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!

Apr 7 2008, 2:56 am DaMiNaToR Post #70



Um random question: Can anyone tell me the EUD code for detecting larva selection? I need it for one of my maps. >.>



None.

Apr 7 2008, 3:02 am O)FaRTy1billion[MM] Post #71

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What is 'larva selection'?



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!

Apr 7 2008, 3:09 am DaMiNaToR Post #72



Detecting when a larva is selected. Apparently you can't do that though. Thanks anyway. You can do it for Hatcheries, Lairs and Hives though, right?



None.

Apr 7 2008, 3:16 am O)FaRTy1billion[MM] Post #73

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You can detect when any larva is selected, but not a specific larva. Go dig up my response in the custom portraits topic... I used it there.



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!

Apr 7 2008, 3:18 am DaMiNaToR Post #74



Quote from DaMiNaToR
You can do it for Hatcheries, Lairs and Hives though, right?




None.

Apr 7 2008, 3:31 am O)FaRTy1billion[MM] Post #75

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You can use any unit ID...



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!

Apr 7 2008, 3:32 am DaMiNaToR Post #76



So basically you can tell when you have any specific unit selected but not where it is on the map?



None.

Apr 7 2008, 5:25 am rockz Post #77

ᴄʜᴇᴇsᴇ ɪᴛ!

I think you could detect where that unit is on the map too. It's loads of triggers, but you can just move it around to find the location of it, and the unit number. Something tells me you'd have to detect the x and y axis separately, and all in all, not worth the time. Generally EUDs aren't worth the time.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 7 2008, 5:27 am CooL Post #78



Quote from O)FaRTy1billion[MM]
You can use any unit ID...
But I don't know how to get that's ID Code :(.



None.

Apr 7 2008, 5:35 am A_of-s_t Post #79

aka idmontie

Quote from name:CooL)Kid
Quote from O)FaRTy1billion[MM]
You can use any unit ID...
But I don't know how to get that's ID Code :(.
The units order of creation is the unit IDs number. So the first unit has the ID 00, second has 01, and so on. To get the death count amount, you need to first find the hex adresses for what your looking for and use Farty's EUD Program to find the extended unit's deaths.



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Apr 7 2008, 4:40 pm O)FaRTy1billion[MM] Post #80

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Quote from DaMiNaToR
So basically you can tell when you have any specific unit selected but not where it is on the map?
No, any specific type of unit.

Quote from rockz
I think you could detect where that unit is on the map too. It's loads of triggers, but you can just move it around to find the location of it, and the unit number. Something tells me you'd have to detect the x and y axis separately, and all in all, not worth the time. Generally EUDs aren't worth the time.
To find the location of a specific unit is easy... but it gives exact pixel location.

Quote from name:CooL)Kid
Quote from O)FaRTy1billion[MM]
You can use any unit ID...
But I don't know how to get that's ID Code :(.
0 = marine, 1 = ghost, etc. Find a list somewhere (It should be in the wiki...)

Quote from A_of-s_t
Quote from name:CooL)Kid
Quote from O)FaRTy1billion[MM]
You can use any unit ID...
But I don't know how to get that's ID Code :(.
The units order of creation is the unit IDs number. So the first unit has the ID 00, second has 01, and so on. To get the death count amount, you need to first find the hex adresses for what your looking for and use Farty's EUD Program to find the extended unit's deaths.
Not that... Unit id refers to the unit type. And (as discussed in a different topic) there is no 0-1699 ID ever. It is a pointer. Using that you can detect if a specific unit is selected.

Here are some resources:
http://www.staredit.net/topic/2162/2/ - Allows for shared (or private) reference to player selections of specific units. This may not desync if you use the selection groups for specific players.
http://www.staredit.net/topic/2158/#40350 - Allows for private reference to the selected unit ID (unit type). This will desync if you do more than just display text, move the screen, etc. If you would like to use this one, I did not post the offset. You can either review the map or ask me for it.

Post has been edited 1 time(s), last time on Apr 7 2008, 4:49 pm by FaRTy1billion.



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!

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