Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Some novel things, Unit ID.
Some novel things, Unit ID.
Feb 11 2009, 1:29 am
By: CooL  

Feb 11 2009, 1:29 am CooL Post #1



Ignore the korean in this screenshot. Just look at pictures.
About Unit ID: 4136



well, This trick announced by FdOps, who is a Korean mapper.

Blow the screenshot, they have no face. :ermm:
But the changed Unit ID is causing another thing what we don't know.
So units can have an ability like the arbiter's, can have shield or something.

In this case, making units cloacked in its range.

These changed Unit IDs are some of the things realigned when SC is patched. :(

But I'm posting this because this one could be useful.
I have made a map. Player 2 and 5 are being cloacked.


Attachments:
Craziness_Defense.scx
Hits: 12 Size: 29.69kb

Post has been edited 6 time(s), last time on Feb 11 2009, 2:44 pm by CooL. Reason: Thank your translation, Heinermann



None.

Feb 11 2009, 1:41 am Sand Wraith Post #2

she/her

Wait, so does this or does this not work in the current StarCraft patch?




Feb 11 2009, 2:00 am Falkoner Post #3



I'm pretty sure it does. From my knowledge, this is simply a buffer overflow, extended units, but I think the only way to find effects with it would be to test each one individually, which is the reason why you don't see this kind of stuff all over the place.



None.

Feb 11 2009, 3:07 am Keirebu Post #4



Source? More Information of where you have got these would be nice o.o



None.

Feb 11 2009, 3:17 am Biophysicist Post #5



How do you do that? I could do a bunch of testing tomorrow, I'm really sick, so no school, which means lots of time to do SC stuff. But I don't know how...



None.

Feb 11 2009, 3:21 am Heinermann Post #6

SDE, BWAPI owner, hacker.

Translation:
Quote
well, This trick was announced by FdOps, who is a Korean mapper.

Below is the screenshot, they have no face. :ermm:
But the changed Unit ID is causing another thing what we don't know.
So units can have an ability like the arbiter's, can have shield or something.

In this case, making units cloaked in its range.

These changed Unit IDs are some of the things realigned when SC is patched. :(

But I'm posting this because this one could be useful.
I have made a map. Player 2 is being cloaked.

These have been experimented with in the past, but were never followed through to the next patch.

Some I have tested in my spare time:
Code
00000228     crash
00000229     crash
00000230     crash
00000231     crash
00000232     crash
00000233     crash
00000234     crash
00000235     crash
00000236     crash
00000237     crash
00000238     crash
00000239     crash
00000240     Broodling Death
00000241     (Unit unplacable)
00000242     crash
00000243     crash
00000244     Broodling Death
00000245     crash
00000246     crash
00000247     crash
00000248     crash
00000249     crash
00000250     crash
00000251     crash
00000252     crash
00000253     crash
00000254     crash
00000255     crash
00000256     crash
00000257     crash
00000258     crash
00000259     crash
00000260     crash
00000261     crash
00000262     crash
00000263     crash
00000264     crash
00000265     crash
00000266     crash
00000267     crash
00000268     crash
00000269     crash
00000270     crash
00000271     crash
00000272     crash
00000273     delay crash
00000274     crash
00000275     crash
00000276     crash
00000277     crash
00000278     crash
00000279     crash
00000280     crash
00000281     crash
00000282     crash
00000283     crash
00000284     crash
00000285     (Unit unplacable)
00000286     crash
00000287     (Unit unplacable)
00000288     Broodling Death
00000289     crash
00000290     crash
00000291     Fatass patch of creep
00000292     crash
00000293     Appears as a cloaked broodling, can't be targetted, has shields, can't move(but turns), dies after a bit
00000294     crash
00000295     crash
00000296     crash
00000297     crash on look (appears to be a fatass)
00000298     crash
00000299     Big motherfucking fatass patch of creep
00000300     crash
00000301     crash
00000302     Appears as a broodling, seems invincible. No shields, can't be ordered, can be pushed if units are on top of it. Ground unit.
00000303     big mofo patch of creep
00000304     crash
00000305     crash
00000306     crash
00000307     broodling death
00000308     crash
00000309     crash
00000310     Broodling, looks like a building surrounded by mad creep. Ground unit. All spells can be cast on it(including recall, excluding consume). Hello Desktop on death.
00000311     crash
00000312     (Unit Unplacable)
00000313     crash
00000314     Unit unplacable crash
00000315     http://kotaku.com/5146004/now-are-you-happy-with-diablos-art-style; oops, bad clipboard. crash.
00000316     Disappears.
00000317     crash
00000318     Broodling Death
00000319     Broodling Death
00000320     crash
00000321     (Unit Unplacable)
00000322     crash
00000323     crash
00000324     crash
00000325     crash
00000326     crash
00000327     crash
00000328     (Unit unplacable)
00000329     Disappears
00000330     crash
00000331     crash
00000332     crash
00000333     crash
00000334     Crash on look
00000335     crash
00000336     Cloaked broodling. Doesn't do much. Doesn't move, invincible.


Post has been edited 1 time(s), last time on Feb 11 2009, 3:27 am by Heinermann.




Feb 11 2009, 3:33 am Biophysicist Post #7



But how do you do what to get that stuff working? I guess I'm confused as to what they mean by "changed unit IDs".



None.

Feb 11 2009, 4:16 am Falkoner Post #8



Each unit has an ID, marine is 0, ghost is 1, and so on, however this only goes until around ID 230, so anything past that causes weird effects, as shown.

And Heinnermann, I think that all the huge creep patch sprites and such are gone now, because all the disabled sprites that used to do it no longer do.



None.

Feb 11 2009, 4:53 am Heinermann Post #9

SDE, BWAPI owner, hacker.

Quote
And Heinnermann, I think that all the huge creep patch sprites and such are gone now, because all the disabled sprites that used to do it no longer do.
What do you mean? That list I just posted is for 1.16.1, tested on 128x128, either jungle or badlands.

Quote
But how do you do what to get that stuff working? I guess I'm confused as to what they mean by "changed unit IDs".
Extended unit ID.




Feb 11 2009, 7:25 am poiuy_qwert Post #10

PyMS and ProTRG developer

Quote from name:TassadarZeratul
But how do you do what to get that stuff working? I guess I'm confused as to what they mean by "changed unit IDs".
The first post has a step by step picture tutorial... Do you ever actually look at whats posted?




Feb 11 2009, 8:12 am Keirebu Post #11



Can this be done with Scmdraft? Starforge doesn't work for me since I used Blizzards Online Download version, since my CD has long died.



None.

Feb 11 2009, 9:34 am Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Keirebu
Can this be done with Scmdraft? Starforge doesn't work for me since I used Blizzards Online Download version, since my CD has long died.
there is no option to modify the unit id of a selected unit on the map
-> no or not yet




Feb 11 2009, 9:42 am Decency Post #13



Detail on "Crash." Is this just for the player who sees the unit?



None.

Feb 11 2009, 2:24 pm CooL Post #14



I found something weird in this Unit ID.
I think this one has some kind of limit.


Below the screenshots, I placed many P1's scourges(Unit ID: 4136).
But few things didn't work.


See?
Maybe This is the reason why only player 2 and 5's scourge worked.

Oh and there's one more thing.

Player 2's Unit ID doesn't work to Player 1. ;)


There should be wrong grammar since I'm a Korean who learning English.


I think blue quadrangle is the limit of the Unit ID: 4136

Post has been edited 3 time(s), last time on Feb 11 2009, 2:45 pm by CooL.



None.

Feb 11 2009, 2:37 pm CooL Post #15



Quote from name:FaZ-
Detail on "Crash." Is this just for the player who sees the unit?
Not really. It crashed when you placed wrong Unit ID. All koreans don't know what is the right one.
Koreans trying to figure it out, but it's not easy, seriously. They always testing it, One by one.


And if you want to use something useful, do just like Heinermann did.
Well, of course. There should be some novel one what someone already found.




None.

Feb 12 2009, 2:16 am Heinermann Post #16

SDE, BWAPI owner, hacker.

By "novel", you mean working?




Feb 12 2009, 4:06 am CooL Post #17



Quote from Heinermann
By "novel", you mean working?
No, I meant unusual, innovative, uncommon.



None.

Feb 12 2009, 6:49 pm Pyro682 Post #18



Ok, So i read through everything here, and I looked at all of the pictures. I understand how to do it, But what i fail to see is the effects, I mena, i see a shitload of random marines that are cloaked and walking around...
What are the useful effects discovered so far that do NOT crash?


Also, is there anyway to negate or counter-act these crashes? (IE, Disable one of the units) ???
Maybe it doesn't make sense, but someone should try it, it might work and open tons of new avenues for Mapping.
I would, but Starforge doesn't work with me, and I've never seen this "Unit ID" thing in SCMDraft.



None.

Feb 13 2009, 5:20 am Falkoner Post #19



Quote
What are the useful effects discovered so far that do NOT crash?

The top one is basically an arbiter, with the invisible properties of a map revealer.

This is like EUDs, except even less stable between patches, if you want a map to last, I wouldn't recommend using these.

Quote
Also, is there anyway to negate or counter-act these crashes? (IE, Disable one of the units) ???
Maybe it doesn't make sense, but someone should try it, it might work and open tons of new avenues for Mapping.
I would, but Starforge doesn't work with me, and I've never seen this "Unit ID" thing in SCMDraft.

SCM Draft doesn't have Unit ID for some reason.. You need to use StarForge. There are tons of possible combinations you could try, but it all comes down to testing it all, which is a huge task, not to mention a lot of things change in between patches, so you'd have to retest.



None.

Feb 14 2009, 5:32 am A_of-s_t Post #20

aka idmontie

Quote from Falkoner
Quote
What are the useful effects discovered so far that do NOT crash?

The top one is basically an arbiter, with the invisible properties of a map revealer.

This is like EUDs, except even less stable between patches, if you want a map to last, I wouldn't recommend using these.

Quote
Also, is there anyway to negate or counter-act these crashes? (IE, Disable one of the units) ???
Maybe it doesn't make sense, but someone should try it, it might work and open tons of new avenues for Mapping.
I would, but Starforge doesn't work with me, and I've never seen this "Unit ID" thing in SCMDraft.

SCM Draft doesn't have Unit ID for some reason.. You need to use StarForge. There are tons of possible combinations you could try, but it all comes down to testing it all, which is a huge task, not to mention a lot of things change in between patches, so you'd have to retest.
Unless someone figures out an equation to describe what Unit ID edits what data.



Personal GitHub
Starcraft GitHub Organization - Feel free to request member status!
TwitchTV

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[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]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
Please log in to shout.


Members Online: NudeRaider, Lost_Angel