Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUDs, what are they?
EUDs, what are they?
Aug 12 2008, 11:49 pm
By: Biophysicist  

Aug 12 2008, 11:49 pm Biophysicist Post #1



I have seen several people talking about EUDs, and was wondering what they are. Unfortunately, I can't find their entry in the wiki as when I search for it, it says the search string needs to be at least four characters long. (Wtf, by the way.) Nor can I find it manually. What exactly are they? Do they involve mods?



None.

Aug 13 2008, 12:15 am stickynote Post #2



EUD's stand for extended unit death. To the last part, no, it is not a mod. It is a buffer overflow in the deaths (ie. player has suffered x deaths of unit; Modify death counts for player x....) conditions and action. EUD conditions detect things in starcraft's memory, such as mouse position and unit health. EUD actions change things in starcraft's memory, such as icons, damage, and so on and so forth.

However, EUD actions have been removed as of patch 1.13, so if you want to use them, you have to downgrade to 1.13. In EUD conditions, instead of having a unit name in the unit deaths box, you put a number. To do so, you can write the condition in Farty's EUD trig, then load the trigger with SCXE, or you could do the same with starforge.



None.

Aug 13 2008, 12:38 am NudeRaider Post #3

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

http://www.staredit.net/?p=search
Search for "eud" in "UMS Assistance". Only search for "Topics" (not "Topics -> Posts")
Although search function for some reason only finds very few topics that would match your search you should always check it first.
Many general questions are asked over and over.




Aug 13 2008, 3:57 am Biophysicist Post #4



Will remember in the future.

So if they don't work in anything above 1.13, it probably wouldn't be useful to use them on a multiplayer map... *swears loudly*

Anyway, thanks y'all.



None.

Aug 13 2008, 4:09 am Kaias Post #5



Quote from name:TassadarZeratul
Will remember in the future.

So if they don't work in anything above 1.13, it probably wouldn't be useful to use them on a multiplayer map... *swears loudly*

Anyway, thanks y'all.
Well actions, not conditions.



None.

Aug 13 2008, 4:20 am Biophysicist Post #6



So you can still use EUDs as conditions in the current patch? *eye twitch* I only needed it as a condition, I have been trying to figure out how to detect where a Scanner Sweep goes off. (And I have tried almost everything else, btw.)

So, how would I detect this? Is it possible? If so, does anyone know how to do it? (Or do I have to find out myself, in which case how would I go about finding out?)



None.

Aug 13 2008, 5:45 am DT_Battlekruser Post #7



It's probably not practical, since to start with you can only say "if a Scanner Sweep goes off here", and 'here' has to be a pixel point. You can't store the event as a location and say "do action at {scanner sweep location}"



None.

Aug 13 2008, 10:24 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from name:TassadarZeratul
So you can still use EUDs as conditions in the current patch? *eye twitch* I only needed it as a condition, I have been trying to figure out how to detect where a Scanner Sweep goes off. (And I have tried almost everything else, btw.)

So, how would I detect this? Is it possible? If so, does anyone know how to do it? (Or do I have to find out myself, in which case how would I go about finding out?)
There's probably something in the EUDDB that you can use instead, but it also will tell ya how to do it, but you'll need a lot of reading to figure out how to do it. I wouldn't recommend using EUDs for this. Write a mod instead, like Tux is doing for Rush 2 (and uses an extremely fast invisible air unit as a pointer.)



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

Aug 13 2008, 12:57 pm The_z0r Post #9



EUDs are on the death counter page of the Wiki. http://www.staredit.net/wiki/Death_Counters#EUD



None.

Aug 13 2008, 3:17 pm LegacyWeapon Post #10



SC 1.15.0 and 1.15.2 have the same death table entry point. Therefore you may use uBeCalc to calculate player # and unit to make the triggers, based on Farty's table.



None.

Aug 13 2008, 10:01 pm O)FaRTy1billion[MM] Post #11

👻 👾 👽 💪

Or you can download EUDTrig which can export them as *.trg file.

Also, unit position is a 2-byte short, which means that it reads both X and Y at the same time... You can read a range of X values, but not Y values (unless you want it to ONLY detect Y, and not X.)



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!

Aug 15 2008, 5:57 am Pyro682 Post #12



Can you Detect Sprites with EUDS????



None.

Aug 15 2008, 6:46 am rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

Probably, but since sprites are preplaced or placed by triggers it doesn't really matter now does it?



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

Aug 15 2008, 5:12 pm Cheathunta Post #14



Is it possible to make a unit that cant attack attack with a EUD? You know like a Kakaru?



None.

Aug 15 2008, 5:24 pm LegacyWeapon Post #15



No.



None.

Aug 16 2008, 4:03 pm Vi3t-X Post #16



You could make units that already can attack, use different effects and damage values.



None.

Aug 16 2008, 7:52 pm LegacyWeapon Post #17



Quote from Vi3t-X
You could make units that already can attack, use different effects and damage values.
Not in the latest version of SC. Only 1.12b and previous.



None.

Aug 16 2008, 8:10 pm FatalException Post #18



But don't EUD's get scrambled with every patch?



None.

Aug 16 2008, 8:11 pm LegacyWeapon Post #19



Quote from FatalException
But don't EUD's get scrambled with every patch?
Yes.



None.

Aug 16 2008, 8:12 pm O)FaRTy1billion[MM] Post #20

👻 👾 👽 💪

Not every patch. And Blizzard doesn't restructure the data all the time, so the addresses may change but the actual triggers may still work.



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!

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[09:37 pm]
GGmano -- maybe its not about the size i guess since its now above 6000 and was saved
[09:05 pm]
GGmano -- just seems like 6000kb is an obstacle not sure
[09:05 pm]
GGmano -- idk it could also be about the map size its like above 6k kb map wont be saved,, 6000kb of triggers no sounds im aware sounds can go beyond that size
[08:51 pm]
GGmano -- heres link for the new release http://www.staredit.net/topic/18475/#1
[08:51 pm]
GGmano -- i now released it after deleting triggers 3 times sadly
[08:50 pm]
GGmano -- 100k i think
[03:39 pm]
Oh_Man -- how many trigs u got?
[09:34 am]
GGmano -- there must be a limit for one player on triggers but also a max trigger in total i think
[09:33 am]
GGmano -- after deleting alot og triggers i now have to reduce it even more
[09:33 am]
GGmano -- damn my file still too big but it doesnt crash only gives message that it cant save to disk,, freaking sad that i wanted to do more stuff but im limited here
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