Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUD Rally Point Detection
EUD Rally Point Detection
May 3 2008, 9:13 pm
By: Impeached  

May 3 2008, 9:13 pm Impeached Post #1



Which address detects rally points? From a barracks, if that matters any.

Also, is it easily possible to find EUDs myself, for future reference? I saw in Brontobyte's topic below to use ArtMoney, but where do I get ArtMoney? It's not in the DB.

Post has been edited 1 time(s), last time on May 3 2008, 10:09 pm by Impeached.



None.

May 4 2008, 12:47 am stickynote Post #2



You can download it off the internet. Search google. It's free. Go to farty's website for eud trig.



None.

May 4 2008, 1:59 am Impeached Post #3



I searched google for 'ArtMoney starcraft' and it came up with a bunch of Starcraft hacks.

Also, I've seen people talk about modifying StarForge to support EUD writing..How do I do this?



None.

May 4 2008, 2:31 am stickynote Post #4



Artmoney is not for starcraft specifically, it is for many games.



None.

May 4 2008, 3:49 am O)FaRTy1billion[MM] Post #5

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Also you can check out the EUD Database for unitnode reference, or to find addresses.

For the unitnode:
Code
+0xF8 - WORD wRallyX
+0xFA - WORD wRallyY




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!

May 4 2008, 4:34 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Impeached
I searched google for 'ArtMoney starcraft' and it came up with a bunch of Starcraft hacks.

Also, I've seen people talk about modifying StarForge to support EUD writing..How do I do this?
Read farty's latest post in Bronto's topic as well for info on how to use StarForge.



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

May 4 2008, 2:47 pm Impeached Post #7



Quote from O)FaRTy1billion[MM]
Also you can check out the EUD Database for unitnode reference, or to find addresses.

For the unitnode:
Code
+0xF8 - WORD wRallyX
+0xFA - WORD wRallyY
I checked the EUD database, and it doesn't have rally points.
Could you expand on those addresses? They aren't the full ones.



None.

May 4 2008, 3:41 pm O)FaRTy1billion[MM] Post #8

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It's in the unitnode (which is in the DB.) You must locate the address in which the unit is stored, and then it will be +(whatever I said) from that. You can do a few things to locate it: trudge through the memory and see if you can identify it (doubt it... I'd even be too lazy to do that), put the current selection group offset into ArtMoney and then read the value when the unit is selected, or you can search for HP and subtract 0x09 from that. Also, this means that the unit must always exist in the same memory (preplaced or placed before anything could differ game-to-game.) For future reference, pretty much anything is in the unitnode that is unit-related. The structure is in the Reference tab.

Just in case you don't know this, these values are 2 bytes and (thankfully) are both in the same Death value. To get the value to test, you do PixelY * 65536 + PixelX. I don't know what you plan on using this for, but you will have to be rather tricky to detect variations in Y without doing ENTIRE pixel rows.



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!

May 4 2008, 5:23 pm NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Hey, why not, for a 256x256 map you would just need 67.1 million triggers to cover every pixel. ^^




May 4 2008, 11:31 pm O)FaRTy1billion[MM] Post #10

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No, you can detect ranges of X coords on one Y axis.



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!

May 4 2008, 11:36 pm A_of-s_t Post #11

aka idmontie

So.. wouldn't you need around 16,000 triggers?



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May 5 2008, 12:19 am O)FaRTy1billion[MM] Post #12

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Well, if you have an "Exact" condition for every 1 pixel, it would be 65536 triggers.
But if you were checking like an (anything) by 8, it'd be 8 triggers if you did At Least/At Most.



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!

May 5 2008, 1:16 am Impeached Post #13



Quote
It's in the unitnode (which is in the DB.)
Ah right, I missed the Reference button on the menu.

Quote
You must locate the address in which the unit is stored, and then it will be +(whatever I said) from that. You can do a few things to locate it: trudge through the memory and see if you can identify it (doubt it... I'd even be too lazy to do that), put the current selection group offset into ArtMoney and then read the value when the unit is selected,
"put the current selection group offset" what's the current selection group offset? I tried the UnitNode number ( +0xF8 & +0xFA), and it came up with nothing.

Quote
or you can search for HP and subtract 0x09 from that. Also, this means that the unit must always exist in the same memory (preplaced or placed before anything could differ game-to-game.) For future reference, pretty much anything is in the unitnode that is unit-related. The structure is in the Reference tab.
"Search for HP"? How do I do this? Sorry if I sound like an idiot, but I am completely new to EUDs.

Post has been edited 2 time(s), last time on May 5 2008, 1:26 am by Impeached.



None.

May 5 2008, 4:56 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

Impeached. For god's sake, look at Brontobyte's topic. It goes into EXTREME DETAIL on how to search for HP. Once you find the offset for the building, subtract 0x09 from it.



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

May 5 2008, 5:31 am Impeached Post #15



Oh god, I am an idiot. I never got your guide, Rockz, because I didn't realize (until now) you have to be in an SC game while doing what it says.

Feel free to shun me. :ermm: I finally get it (Sort of). haha


*Edit: Starforge doesn't seem to be accepting the EUD condition Unit IDs. I changed conditions.lst, as shown:


For now, I'll just use import .trg.


*Edit2: What do you mean, subtract 0x09? The address I got is 005D36B9, or in EUDTrig 0x5D36B9.

Post has been edited 11 time(s), last time on May 5 2008, 6:30 am by Impeached.



None.

May 5 2008, 10:28 am NudeRaider Post #16

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

lol.... 0x09h = 9 decimal so don't tell me you're not able to subtract 9 from a large (hex) number that ends with 9 O.o
Use Windows calculator in scientific mode (for hex support) if you're ever unsure. Just keep in mind that 0x is only to show it's a hex number. DON'T try to input it into the calculator. and forget about leading 0s.




May 5 2008, 2:16 pm Impeached Post #17



Ah, subtracting hex works the same as anything else.

And Starforge not working right?



None.

May 5 2008, 8:50 pm O)FaRTy1billion[MM] Post #18

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Did you save the .lst file and restart StarForge? Oh, and make sure that EUDTrig is set to Signed.



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!

May 6 2008, 4:18 am Impeached Post #19



Yes to all the above.



None.

May 6 2008, 4:24 am DT_Battlekruser Post #20



Just try inputting any int for the unit ID field. Otherwise I think you can manually edit the LST file.

Quote from O)FaRTy1billion[MM]
Well, if you have an "Exact" condition for every 1 pixel, it would be 65536 triggers.
But if you were checking like an (anything) by 8, it'd be 8 triggers if you did At Least/At Most.

You can't get a square without one condition per pixel-row though. That's the shortcoming of only being able to check the long.




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[2024-5-06. : 5:02 am]
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[2024-5-06. : 5:01 am]
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[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
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[2024-5-05. : 9:35 pm]
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Vrael -- that is insane
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[2024-5-04. : 10:53 pm]
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[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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