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Creator: Brontobyte
Time: Jul 4 2008, 12:43 pm

Post #1     Brontobyte Jul 4 2008, 12:43 pm

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I was wondering how to find out which unit you have selected. I know it could be done using EUD triggers, based off of a couple of maps I have been checking out. (Egg Ball v1.00 ; Stakness) I remember somewhere someone saying something like it goes based on the oder the units were created on the map. The first unit is 0, the second is 1649, or something like that. I would:
A) like to know how to search for the UnitID: number for players 1-6.
B) like to know how to figure out the at least, at most, exact for each death conditions.
C) like to know how to get the number that is for the the death condition. (how many deaths)

Yeah, yeah, I could just copy it right out from others maps, but what does that teach me? :sfhity:
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Post #2     Falkoner Jul 4 2008, 2:57 pm

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Actually, you really couldn't copy it from other maps, as the IDs of the units change depending on their placement, as you said, which generally changed by map.
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Post #3     Brontobyte Jul 4 2008, 4:12 pm

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How do I search for them? I have correctly searched for other addresses using Art Money, but I don't even know where to begin. How do you search for a number that equals selected, or not selected...
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Post #4     Clokr_ Jul 4 2008, 4:14 pm

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http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=5861872
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Post #5     Brontobyte Jul 4 2008, 4:17 pm

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Thanks! :D

If I select a unit as player 1 the death condition will be under one player. If I select the same unit under player 2, the death condition will be under a different player... How do I find such a player?
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Post #6     Clokr_ Jul 4 2008, 4:19 pm

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The data is not shared. So if you try to use it in a multiplayer game the rest of players will desync. So if you want to use this stick with single player.
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Was anyone missing my DNA signature? :P (yeah it is broken, I know it :/)

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Post #7     Brontobyte Jul 4 2008, 4:20 pm

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Quote from Clokr_
The data is not shared. So if you try to use it in a multiplayer game the rest of players will desync. So if you want to use this stick with single player.

Orly? How come devilesks' Egg Ball can be played over b.net? I hope we are talking about the same thing...
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Post #8     Doodle77[MM] Jul 4 2008, 4:27 pm

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Quote from Clokr_
The data is not shared. So if you try to use it in a multiplayer game the rest of players will desync. So if you want to use this stick with single player.
There are two sets of selection pointers. The ones you didn't give him are shared:

Code

006284D0     1.15.2     Win     Player 1 Selection Group     4     12     List of unit node pointers for Player 1's current grou…

00628500     1.15.2     Win     Player 2 Selection Group     4     12     List of unit node pointers for Player 2's current grou…

00628530     1.15.2     Win     Player 3 Selection Group     4     12     List of unit node pointers for Player 3's current grou…

00628560     1.15.2     Win     Player 4 Selection Group     4     12     List of unit node pointers for Player 4's current grou…

00628590     1.15.2     Win     Player 5 Selection Group     4     12     List of unit node pointers for Player 5's current grou…

006285C0     1.15.2     Win     Player 6 Selection Group     4     12     List of unit node pointers for Player 6's current grou…

006285F0     1.15.2     Win     Player 7 Group Selection     4     12     List of unit node pointers for Player 7's current grou…

00628620     1.15.2     Win     Player 8 Group Selection     4     12     List of unit node pointers for Player 8's current grou…
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Post #9     Brontobyte Jul 4 2008, 4:59 pm

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So how do I know what number to input for the death condition?

I want it to be an Zerg Egg owned by player 11 or player 9, player10.
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Post #10     Clokr_ Jul 4 2008, 5:11 pm

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Yeah I was wondering how team melee could work if it was not shared.

Bront, you'll have to check out the address of the unit node for that zerg egg. You can use artmoney, select it in game and check the number stored at 0x006284D0 (if your P1). Then all you have to do is compare the right death counter to that value in a condition (not sure what death counter should be used, didn't DTBK made a memcalc util to calculate that?).
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Was anyone missing my DNA signature? :P (yeah it is broken, I know it :/)

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Post #11     O)FaRTy1billion[MM] Jul 4 2008, 6:58 pm

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Is something like this what you are looking for?
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Post #12     Brontobyte Jul 4 2008, 8:09 pm

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Quote from O)FaRTy1billion[MM]
Is something like this what you are looking for?

I already have that.

I can't seem to get his memcalc to work. Maybe its because I'm a noob... :???:
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Post #13     O)FaRTy1billion[MM] Jul 4 2008, 8:11 pm

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Oh. Are you detecting selection?
What I do is put the current player selection offset in ArtMoney, click a unit, and then write down the value in ArtMoney. That is the pointer to whichever unit you selected.
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Post #14     Brontobyte Jul 4 2008, 8:13 pm

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So I just search for the hex code offset, select a unit then filter my search?
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Post #15     O)FaRTy1billion[MM] Jul 4 2008, 8:21 pm

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Search for a 4-byte integer with value 123456 (gives 1-3 results :P ) and change the result's address to "005971F0". Convert that addresses value to hex and you have a unitnode pointer.
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Post #16     Brontobyte Jul 4 2008, 8:26 pm

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Quote from O)FaRTy1billion[MM]
Search for a 4-byte integer with value 123456 (gives 1-3 results :P ) and change the result's address to "005971F0". Convert that addresses value to hex and you have a unitnode pointer.

Mkay. So does it matter when the unit was created in the editor and or the game via triggers/building it?
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Post #17     O)FaRTy1billion[MM] Jul 4 2008, 8:44 pm

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It matters a lot. ><
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Post #18     Falkoner Jul 4 2008, 11:19 pm

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SCM Draft will assign the units ID based on when you placed it in the editor, other editors will simply give them their IDs left to right, and bottom to top if on the same x axis.
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Post #19     Brontobyte Jul 5 2008, 2:19 am

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Quote from Falkoner
SCM Draft will assign the units ID based on when you placed it in the editor, other editors will simply give them their IDs left to right, and bottom to top if on the same x axis.

I want it to be something like:

O
O O
O O

O = Egg :D
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Post #20     Tera Jul 5 2008, 1:20 pm

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