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Taking StarCraft Map Making to the Limit!
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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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Write your own destiny, or else someone will write it for you!
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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. )You should talk to him. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Taking StarCraft Map Making to the Limit!
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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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♥ -Rikku- ♥
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Hex Editing is real easy. All you have to do is find the proper line in the 36,000 strings!
![]() ![]() ![]() ![]() ![]() ![]() http://www.youtube.com/watch?v=1oxRZ-uSbMc ♥ Because Rikku is Hawt ♥ http://www.youtube.com/watch?v=xXZlAPD0z5k Dawn isn't as great, but the theme song is good enough. When life gives you lemons, throw them back and demand for chocolate. |
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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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Remember the game! P.s.: Feldspar.
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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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We are not amused
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http://www.staredit.net/maplantis/index.php?sid=2320a9adb5;post=63280
Have fun. I should make a tutorial on this... ![]() ![]() ![]() ![]() ![]() ![]() 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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We are not amused
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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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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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I pretty sure that every units assigned id is permanent.
![]() ![]() ![]() ![]() ![]() ![]() Gerard DuGalle: "You vastly underestimate me, my dear."
Infested Kerrigan: "I don't think so, Admiral. You see, at this point... I'm pretty much the Queen Bitch of the Universe. And not all of your little soldiers or space ships will stand in my way again." |
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Remember the game! P.s.: Feldspar.
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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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I paid eleven minerals for THIS?
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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. 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. ![]() ![]() ![]() ![]() ![]() ![]() "Three can keep a secret, if two are dead." -Benjamin Franklin
"Had, having, and in quest to have, extreme; A bliss in proof, and proved, a very woe; Before, a joy proposed; behind, a dream. All this the world well knows; yet none knows well To shun the heaven that leads men to this hell." -William Shakespeare |