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EUD Health Detection, Help...

Creator: Joshgt2
Time: Mar 15 2008, 1:54 pm

Post #1     Joshgt2 Mar 15 2008, 1:54 pm

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I stated my idea for this in the UMS Theorys and Idea forum and no one was able to give anything useful back to me so this is what I'm looking for...

Quote from Joshgt2This 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...

Basically, I'm asking for a system that will detect a certain units health on a certain player and when that certain health is reached then a certain amount of minerals will be lost. If anyone has any question then please ask me
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Post #2     Falkoner Mar 15 2008, 4:00 pm

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Well, you're in luck, someone at Maplantis posted a map just today with EUD health detection:

http://whathuh05.googlepages.com/EudHealthDetection.scx
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Post #3     NudeRaider Mar 16 2008, 1:22 am

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Haven't checked the map, but I think it won't help you - at least it won't solve all problems. EUD's conditions check for unit ID's which are for sure different on you map - thus you need different values.

What you need is a tutorial on how to find the correct values representing the memory locations. Rockz @ maplantis seems to know how to do it, as he says it's quite easy. ;) (And I think he's right: It IS easy if you know how to. :D )
You should talk to him.
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Post #4     Falkoner Mar 16 2008, 1:24 am

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Farty has a program at his website(http://Farty1billion.DynDNS.org) that lets you find the right memory offsets.
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Post #5     Joshgt2 Mar 16 2008, 3:48 am

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Quote from FalkonerFarty has a program at his website(http://Farty1billion.DynDNS.org) that lets you find the right memory offsets.

I do have Farty's programs right from his site... But I'm not sure how to use it or even make up the triggers when I know the IDs... Going to check the map and see if I understand things more...
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Post #6     NudeRaider Mar 16 2008, 3:42 pm

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Quote from rockzThey're a lot easier than you'd think. I ended up learning how to hex edit triggers because it's so much easier that way. Only Uberation really lets you make EUD triggers, and it's not all that easy to edit or make duplicate triggers with.
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Post #7     Falkoner Mar 16 2008, 9:47 pm

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You only use Farty's program to find the unit IDs, you need to use Uberation to actually make the triggers, or hex editing.
This post was edited 1 time, last edit by Falkoner: Mar 26 2008, 1:05 am.
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Post #8     [Vi3t-X]:] Mar 16 2008, 11:57 pm

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Hex Editing is real easy. All you have to do is find the proper line in the 36,000 strings!
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Post #9     Joshgt2 Mar 17 2008, 2:42 am

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I'm still learning how to use Farty's program... Oh, and I can't wait to go through 36,000 strings...
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Post #10     Falkoner Mar 17 2008, 2:24 pm

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You don't have to, Uberation works just fine.
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Post #11     Doodle77[MM] Mar 26 2008, 12:11 am

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You can also use the .trg's farty's program exports or Starforge with the edited data files (http://doodle77.dyndns.org/data.zip) or Classic Trigedit (to use unit IDs instead of names use UnitID:#)
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Post #12     O)FaRTy1billion[MM] Mar 26 2008, 1:04 am

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If you can control the unit IDs you can do it just fine. My program finds the unit IDs and players from the offsets, not finds the offsets. xC
It is actually quite easy to find the exact location to hexedit triggers.
Finding conditions: 2400*triggerID + (20*conditionID)
Finding actions: 2400*triggerID + 320 + (32*ActionID)

Also I found a thing with my program where it returns the player ID 1-based but the trigger exporter exports it into *.trg as 0-based.
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Post #13     rockz Mar 26 2008, 3:11 am

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http://www.staredit.net/maplantis/index.php?sid=2320a9adb5;post=63280

Have fun. I should make a tutorial on this...
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Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #14     modmaster50 Mar 26 2008, 3:22 am

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What are the addresses to the .dat files in memory?
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Post #15     O)FaRTy1billion[MM] Mar 26 2008, 8:35 pm

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Quote from rockzHave fun. I should make a tutorial on this...
:P That was something that was suggested to me in another topic, so I've already started making one. Although I suppose if one resource is a bit unclear or questionable, a secondary resource is always nice.
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Post #16     rockz Mar 27 2008, 2:48 am

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Quote from FaRTy1billion
Quote from rockzHave fun. I should make a tutorial on this...
:P That was something that was suggested to me in another topic, so I've already started making one. Although I suppose if one resource is a bit unclear or questionable, a secondary resource is always nice.

Well I already made that simple one on maplantis with pictures. I say I'm going to do a lot of things, but I usually never do. For example, my helm's deep map is stalled because I don't care anymore, and everyone plays annatar (ugh).
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #17     The_Underscore Mar 27 2008, 3:10 am

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Yeah, annatar gets really annoying. All i ever do in it istry to assassinate ppl with snaga and bomb and get assassinated by the hero specials anyway. I started a helms map too, i'll also probably never finish it.

I'm on topic, really i am.

As for health detect, is it possible to get it to work with a created unit, specifically a replacement for something? Like if unitID 3 dies, will the next one created be unitID 3 or like 500?
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Post #18     ClansAreForGays Mar 27 2008, 3:16 am

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I pretty sure that every units assigned id is permanent.
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Post #19     O)FaRTy1billion[MM] Mar 27 2008, 4:00 am

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Well. If you preplace the unit they will be... but if it is constantly getting removed, recreated, units are being built while it's dead... it may get scrambled. If you do detect HP or unit settings, you have to actually take steps to make sure that the unit always occupies the same slot.
But to answer your question... If you create a unit it will fill the highest slot (lowerst number) it can. So if your unit is preplaced and nothing before it gets killed/removed, you can recreate it in the same slot.
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Post #20     DT_Battlekruser Mar 27 2008, 5:08 am

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Quote from FaRTy1billion
Quote from rockzHave fun. I should make a tutorial on this...
:P That was something that was suggested to me in another topic, so I've already started making one. Although I suppose if one resource is a bit unclear or questionable, a secondary resource is always nice.


The conceptual tutorial I wrote back in the day should still be on the SEN tutorial archive. I should upload it eventually.

QuoteIf you create a unit it will fill the highest slot (lowerst number) it can. So if your unit is preplaced and nothing before it gets killed/removed, you can recreate it in the same slot.


Are you sure? The last time LocalID filling order was discussed, it was concluded they filled in numerical order regardless of gaps first, recompiling a list of empty LocalIDs every time ID the last was filled.


NOTE TO ALL: EUD LEXICON
Please conform to the following lexicon for the ID number associated with units when processing EUD Conditions. It helps to avoid confusion.

The Unit ID of a unit is its ID number based on its unit type (e.g. Marines have a Unit ID of 0). All units of the same type have identical Unit IDs.

The Local ID of a unit is its local ID number within a scenario. Every individual unit has a unique Local ID number, between 0 and 1699. Each time a new unit is created, it is assigned a new Local ID, and preplaced units are assigned Local IDs in order of placement (certain editors will reorder placement to go from the left-most (top-most in case of identical pixel alignment) unit first.
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