Staredit Network > Forums > Modding Discussion > Topic: R.A.W.R. Plugin System
R.A.W.R. Plugin System
Jul 13 2008, 8:26 pm
By: A_of-s_t  

Jul 13 2008, 8:26 pm A_of-s_t Post #1

aka idmontie

I'm currently working on something called the R.A.W.R Plugin -- Reading And Writing Ready Plugin.

Currently, its only for Singleplayer untill I can find a function to add it onto in game.

Quote
Its so in single player campaigns you can save things like minerals, health, and other stuff to load in the next level.

What it does is quite simple: It allows you to read certain addresses, write them to a file, and reload them into the game at a later time. The addresses it will read will either be in the plugin itself, or in a file with a list of addresses in the .mpq. When it write the values, it will write them to a file named logfile.lgf in the same directory as the mod. The file format will look similar to this:

Code
R.A.W.R [Reading And Writing Ready] Plugin Created by A_of_s_t.
!8!660

Current format is:
Type|Address|Value

#
Int|0x0057F0D8|50
Int|0x0057F0DC|10050
Int|0x0057F0E0|50
Int|0x0057F0E4|50
Int|0x0057F0E8|50
Int|0x0057F0EC|50
Int|0x0057F0F0|50
Int|0x0057F0F4|50
#

Logfile.lgf Closed.


How the plugin will work will be that when a unit (currently the Overlord) is on the map, the plugin will write the addresses to a file and kill the overlord. When there is another unit (currently the uraj chrystal) is on the map, the plugin will read from this file in a generic way so that no matter what addresses are in the file (well, no ANY address, I'll be adding some checks in there so that no one messes with the game), they will be changed ingame according to the file.

I'm currently only done with the writing part of the plugin. I'll be adding in the ability to read addresses from a file to add them to the logfile.lgf later on tonight.

Questions, comments, ideas?




EDIT:

logfile.lgf format changed.
Number System added for reading how many values are in the logfile.lgf



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Jul 14 2008, 4:43 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

So what exactly is the purpose of this?



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Jul 14 2008, 5:04 am poiuy_qwert Post #3

PyMS and ProTRG developer

Hey says a couple times exactly what its meant for :/




Jul 14 2008, 5:38 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Writing and reading addresses? I don't see the use of that.



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!

Jul 14 2008, 12:44 pm poiuy_qwert Post #5

PyMS and ProTRG developer

Quote from A_of-s_t
Quote
Its so in single player campaigns you can save things like minerals, health, and other stuff to load in the next level.

It's very usefull




Jul 14 2008, 5:40 pm A_of-s_t Post #6

aka idmontie

Its even quoted... right at the top... third line.



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Jul 14 2008, 10:40 pm Symmetry Post #7

Dungeon Master

Sounds awesome. Will it be able to work across sessions? (will you be able to close SC in between maps)



:voy: :jaff: :voy: :jaff:

Jul 15 2008, 12:09 am NirvanaJung Post #8



Quote from poiuy_qwert
Quote from A_of-s_t
Quote
Its so in single player campaigns you can save things like minerals, health, and other stuff to load in the next level.
It's very usefull
i agreed 100% its really useful and it's needed a feature for single campaign mod
especialy when campaign taked the long time to finished

Btw, then it could drives the players with saving upgrade level to next stage map ?
if so it is exactly what i was seeking :thumbup:



None.

Jul 15 2008, 1:14 am O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

Why is it quoted? If I'm reading about something I'm not going to read quotes. ><

Anyway, this would also be useful in multiplayer. Hmm. I just had an idea for multi-support. I'll discuss it with you on AIM.



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!

Jul 15 2008, 4:20 am A_of-s_t Post #10

aka idmontie

Quote from name:Killer_Kow
Sounds awesome. Will it be able to work across sessions? (will you be able to close SC in between maps)
Yes. When you close and open SC, it will always be stored.

For multiplayer, the problem is running the code on all computers at the same time and cross examining shared values. I need to find a function to add the reading on to and figure out a way to check everyone's log file.



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Jul 19 2008, 4:06 pm A_of-s_t Post #11

aka idmontie

R.A.W.R Plugin Open Alpha Test

For Starcraft v 1.15.1


What the R.A.W.R Plugin does is allow map/mod makers to have variables transfer to another map. It does this by writing the variables into a file nd then reading them later on.

Currently, an Overlord will write the mineral values to the file and scvs read the values from the file. This will change in the final release, but its perfect for the alpha test.

The plugin will out put a file that looks like this:

Code
R.A.W.R [Reading And Writing Ready] Plugin Created by A_of_s_t.
!8!7881

Current format is:
(Size|Address|Value)


#
(int|5763288|50)
(int|5763292|50)
(int|5763296|50)
(int|5763300|50)
(int|5763304|50)
(int|5763308|50)
(int|5763312|50)
(int|5763316|50)
#

Logfile.lgf Closed.


The end result will be open source and will have .mpq reading embedded into it. All that is required right now is that people test it to see if there are any errors or anything they would like to see added or changed. Remember, creating an Overlord writes mineral values to a file and scvs read values from a file.


Download here: http://www.mediafire.com/?1a2xe9ym1g4



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Aug 8 2008, 3:53 pm A_of-s_t Post #12

aka idmontie

R.A.W.R [Reading And Writing Ready] Plugin
Created by A_of_s_t

Version:

--RAWR Plugin Beta 0.0.8
--RAWR Beta.exe for 1.15.1 and 1.15.2
--The files are currently written for 1.15.1, if you would like to test this for 1.15.2, please use 1.15.2 specific addresses.

What does this plugin do?
--This plugin allows values to be stored and read. You can store ANY value and re-write it back into SC. It uses the base.lgf file to know how many addresses there are, and what addresses to store. logfile.lgf contains all the address from base.lgf with their values that were recorded.

--The format for these two files are contained in themselves. Use notepad to view them.

--The current test build uses the firebat to read from the file and write to addresses. The ghost is used to write to the file.


How do I use it?
--For the current build, play as Terran and build a Ghost to write to the file, and a Firebat to read from said file. You might notice that hese units may NEVER be built, but will continuously be in the "training" stage. This is an unforunate side effect of the plugin.

--base.lgf -- this file contains the addresses which Starcraft will read and write to logfile.lgf. This file MUST be included and fully written.

--logfile.lgf -- this file is used to store the values of the addresses that are to be re-read later. This file (should) be able to not be pre-existing. IF you find that you are having troubles with this file, please report them to me at: Smontiel71266@aol.com


What is currently in the future of this plugin?
--The ability to chose whcih units read and write by stating them in base.lgf (by either typing out the whole name, or the Unit Number [as in Datedit]).

--The ability to chose whether to over write or addon to the existing file (for debug purposes).

--The ability to turn off the plugin (by stating that it may be turned off in base.lgf).

Contact:

--If you have any questions, contact me at: Smontiel71266@aol.com
--Or at these websites: staredit.net OR warboards.org

Special Thanks To:
--Doodle77
--Farty1billion
--DoA




RAWR BETA DOWNLOAD:
http://www.mediafire.com/?26crf60sdri



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