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PyMS Developer
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String is a word used in computer science to mean a bunch of letters put together to form a sentence or something else. So String is almost the same as saying sentence, but a string could also contain a whole paragraph, or more depending on what you are using them in/for.
DCMath is used to do math using two different death counts. Currently StarCraft only lets you Add, Subtract, or Set death counters with pre-set already know values. With this you can add the two values in the death counts, and you dont need to do any long fancy workarounds like binary-count offs. Hope that helps! |
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Who stole my random battles...
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![]() ![]() ![]() ![]() ![]() ![]() Proud Clan Orig Member
What's that? My chocamabo is gone?!?! |
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Remember the game! P.s.: Feldspar.
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Please use periods, that wall of text was rather confusing to read.
You could use the SetLocationFromDeath and increment the death count by 32 to move it according to the grid. Hm. Does anyone have a simple idea for editing unitnode values? HP and shields currently are thier own... but for status effects there is quite a few of them... Same goes for .dat values. Should I just add a trigger for every value? Perhaps I should add a trigger for groups of values... SetUnitsDatValue(SetValue, Modifier, Number); and SetUnitsDatFlags(SetFlag, State); This post was edited 2 times, last edit by FaRTy1billion: Jul 7 2008, 7:10 pm.
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PyMS Developer
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I think you should just make a few actions that edit the most usefull basic things like health and shields, then an action that acts like SetMemoryLocation except you give it an owner, unit type, location, and offset. It would calculate the unitnode memory location for the unit matching the criteria, then just add the offset to it to give the value to change.
Edit: I think i may have misunderstood your idea for SetUnitDatValue() posted above. If you meant that you could choose which value to set in the unit node by an index (SetValue), then that seems good. |
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Remember the game! P.s.: Feldspar.
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What are some nice unitnode entries to edit? (unitnode struct.)
Ones I have listed are: Yeah. Like you'd do SetUnitDatValue(GroundWeapon, SetTo, 2); |
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PyMS Developer
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I know they arn't all the same size, im just lazy and if i were you i would have made the user use multiple of the action to set values that are more then one byte
Edit: Also if you wanted to know my trigger editor isn't designed for the parameters to be able to change depending on the other parameters, so the restrictions on the value wouldn't be specific to what you are changing (what i mean is usually if a user puts 256 in a Byte parameter it will throw an error, but since the value can now be a byte, or a short, or a long depending on which value you are setting, it will have to be a generic max size error). |
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Remember the game! P.s.: Feldspar.
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The input will just be a long. C++ is nice about number too big for the type... it will only read enough to fill whatever type I need, so it wont even know there is other numbers. So if you put 65535 in a byte value, it will just see 255.
I could make it input raw numbers and package some reference lists. |
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Without going through these 9 pages, could someone tell me exactly what you guys are all talking about? The first post is an aprils fool joke so it doesn't give me much, but I get the feeling it's turning it something do-able. Just a summary would b nice.
![]() ![]() ![]() ![]() ![]() ![]() 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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I updated first post with details a few days ago...
This is about the only point of interest in all 9 pages. (It's about 9 pages of people asking if it is real, if they can have it, etc.) This post was edited 1 time, last edit by FaRTy1billion: Jul 7 2008, 9:34 pm. Reason given: lul, I said topics.
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what is the difference between setmemorylocation
and copymemorylocation? setmemory location might be specifying EUD on condition... and could you tell me some advantage of using DisplaStat_TxtString because I get it hard... and does DCMath mean you can also do such as multiplying or dividing? If SetLocationFromdeath Can change size of location or move location to grid by adding 32 what SetLocationTo can do unlike SetLocationFromDeath? and SetUnitTarget is it like set units attack depending on Grid? ![]() ![]() ![]() ![]() ![]() ![]() |
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Remember the game! P.s.: Feldspar.
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SetMemory will set an offset's value to a specific number. CopyMemory will move the value from one offset to another (or add/subtract them.)
This trigger is actually intended for modding. Every game type has a trigger file, and sometimes when modding people want to edit them. Well, the modding triggers normally cannot use locations or strings because it is only trigger data. This allows for displaying a string from the stat_txt.tbl file (which is a file that contains strings.) If you are using this just for mapping, this action wont be necessary. Yes. SetLocationTo uses specific values for setting properties while SetLocationFromDeath will use a value read from a death count (meaning that you can use math functions on that death and then move the location accordingly.) Well, in the normal Order action, you have one of three orders (move, patrol, attack) and you specify a target location. SetUnitOrder allows for any order, and not every order needs a target (such as hold position or stop.) Because of this, I put SetUnitTarget as a seperate action for specifying the order's target. So if you set the order to, say, Infest Command Center you would need to target a command center for it to work. So you would use SetUnitTarget on a Command Center at a location, and then the queen would know to go to that command center and attempt to infest it. (I hope this answers your question...) |
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so the difference between SetUnitTarget and SendUnitOrder is whether there needs a target or not. is it right?
and if you can infest command Center by queen at specific location by only using SetUnitTarget, what SetUnitTargetToUnit and SetUnitTargetToLocation do unlike SetUnitTarget? though it seemed to be similler each other a bit.. and how exactly does CompareMemoryLocations compare between two address? if it's same or different? ![]() ![]() ![]() ![]() ![]() ![]() |
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PyMS Developer
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No, the SetUnitOrder command gives the unit the order, but since some commands require a target, you have to set the target seperately. Some orders require a unit, so you would SetUnitTargetToUnit, but some only need somewhere to target (like psi storm, you can cast it in the middle of nowhere if you want) so you would SetUnitTargetToLocation or SetUnitTarget (takes x,y coordinates). Yes. It checks "Does this memory location have the same value as this memory location?" |
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are these explanation and e.g correct?
11. SendUnitOrder - Sends a raw orders.dat ID to the specified unit(s). = Give Units a Private Order e.g marine's Stimpack , ghost's Clocking 12. SetUnitTargetToUnit - Sets unit target to a unit. = It requires specific Target e.g Medic's Optical Flare , Vulture's Spider Mine 13. SetUnitTargetToLocation - Sets unit target to a location = Cast spells or actions on a chosen Location e.g attack to Location1 , Stasis Field at Location1 14. SetUnitTarget - Sets unit target to a set of raw coordinates. = Similar to Set UnitTarget but it is based on X,Y according to Math Fuction e.g Psi strom at (32,64) and SendUnitOrder = SetUnitOrder. is it? I'm getting better in understanding |