Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Detecting Keys Pressed (EUDs)
Detecting Keys Pressed (EUDs)
Feb 21 2009, 2:27 am
By: Morphling
Pages: < 1 2 3 47 >
 

Feb 21 2009, 7:42 pm Magicide Post #21

Sleeping wolves wake hungry.

Damn, if only set switch was one of those options.

You'd need nothing else.




Feb 21 2009, 7:46 pm Heinermann Post #22

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

Quote from Morphling
Quote from Hug A Zergling
This must of taken forever! Good job! ^^
Thanks. I feel even better because it works in mulitplayer. ^^

That's impossible. This can't work in multiplayer. Keys aren't mapped for each player either.
Only action packets are sent between players, not key presses.




Feb 21 2009, 7:52 pm Morphling Post #23



Wormer and I might have found a way, but we need to test somemore. I'll post results when we are done.



None.

Feb 21 2009, 8:09 pm BlueWolf Post #24



heh. well ums melee maps could still be played with this no? So type poweroverwhelming, then display cheat enabled, just to mess with people. An April fools thing maybe.

On a serious note, single player maps could have the enter pass code to go to a place where you were last at. Err... sorry, my English is horrible.




None.

Feb 21 2009, 8:30 pm Heinermann Post #25

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

Quote
Wormer and I might have found a way, but we need to test somemore. I'll post results when we are done.
No, you didn't. It's completely impossible. Unless of course the trigger is also client side, like Display Text. But something like that might interfere if you had other triggers running.

Modified list:
Code
Player #     Unit Id         Key         Deaths

1         1060         Unk*         1                 // Tab?
1         1060         Enter         256
1         1060         Unk*         65536
1         1060         Unk*         16777216
2         1060         Unk*         1
2         1060         Ctrl         256
2         1060         Alt             65536
2         1060         Unk*         16777216         // Another key modifier
3         1060         Caps Lock     1
3         1060         Unk*         256
3         1060         Unk*         65536
3         1060         Unk*         16777216
4         1060         Unk*         1
4         1060         Unk*         256
4         1060         Unk*         65536
4         1060         Esc             16777216
5         1060         Unk*         1
5         1060         Unk*         256
5         1060         Unk*         65536
5         1060         Unk*         16777216
6         1060         Space Bar     1
6         1060         Pg Up         256
6         1060         Pg Dn         65536
6         1060         End             16777216
7         1060         Home         1
7         1060         Left Arrow     256
7         1060         Up Arrow     65536
7         1060         Right Arrow     16777216
8         1060         Down Arrow     1
8         1060         Unk*         256
8         1060         Unk*         65536
8         1060         Unk*         16777216
9         1060         Unk*         1
9         1060         Insert         256
9         1060         Delete         65536
9         1060         Unk*         16777216
10         1060         0             1
10         1060         1             256
10         1060         2             65536
10         1060         3             16777216
11         1060         4             1
11         1060         5             256
11         1060         6             65536
11         1060         7             16777216
12         1060         8             1
12         1060         9             256
12         1060         :             65536
12         1060         ;             16777216    
1         1061         <             1
1         1061         =             256
1         1061         >             65536
1         1061         ?             16777216
2         1061         @             1
2         1061         A             256
2         1061         B             65536
2         1061         C             16777216
3         1061         D             1
3         1061         E             256
3         1061         F             65536
3         1061         G             16777216
4         1061         H             1
4         1061         I             256
4         1061         J             65536
4         1061         K             16777216
5         1061         L             1
5         1061         M             256
5         1061         N             65536
5         1061         O             16777216
6         1061         P             1
6         1061         Q             256
6         1061         R             65536
6         1061         S             16777216
7         1061         T             1
7         1061         U             256
7         1061         V             65536
7         1061         W             16777216
8         1061         X             1
8         1061         Y             256
8         1061         Z             65536
9         1061         Unk*         1
9         1061         Unk*         256
9         1061         Unk*         65536
9         1061         Unk*         16777216
10         1061         Unk*         1
10         1061         Unk*         256
10         1061         Unk*         65536
10         1061         Unk*         16777216
11         1061         Unk*         1
11         1061         Unk*         256
11         1061         Unk*         65536
11         1061         Unk*         16777216
12         1061         Unk*         1
12         1061         Unk*         256
12         1061         Unk*         65536
12         1061         Unk*         16777216


Original By Morph(U)@UsEast
Modified by Heinermann





Feb 21 2009, 8:30 pm Morphling Post #26



Okay. We finished testing. It didn't work. Our idea was using wait blocks and detecting when that happens to find the key pressed without dropping.



None.

Feb 21 2009, 8:31 pm Heinermann Post #27

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

That "// Another key modifier" is probably Shift.




Feb 21 2009, 8:32 pm Morphling Post #28



Good job on fixing up my research.



None.

Feb 21 2009, 11:55 pm Falkoner Post #29



Someone edit Temple Siege and Custom Hero Wars and replace the building spell systems with this :P



None.

Feb 22 2009, 1:22 am Kaias Post #30



Morphling, you need to update the original post to state that it is single player only. You don't want to mislead people.


Quote from Morphling
Okay. We finished testing. It didn't work. Our idea was using wait blocks and detecting when that happens to find the key pressed without dropping.
And I told you this wouldn't work



None.

Feb 22 2009, 1:30 am Keirebu Post #31



Well, Its nice, But Fails for SP only.



None.

Feb 22 2009, 7:41 am Pyro682 Post #32



I think I might be able to convert these Key presses into actions, thus allowing them to be useful for multiplayer.... but im very new to the idea, so I don't know.

Post has been edited 1 time(s), last time on Feb 22 2009, 7:47 am by Pyro682.



None.

Feb 22 2009, 4:31 pm Heinermann Post #33

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

Not possible.




Feb 22 2009, 9:57 pm Morphling Post #34



Quote from Kaias
Morphling, you need to update the original post to state that it is single player only. You don't want to mislead people.
Okay. Sorry, I forgot to change it back.



None.

Feb 22 2009, 10:37 pm Vi3t-X Post #35



Does it detect unicode keys? :P

Actually, would it work on foriegn StarCraft sets? Example, the equivilant of "A" in Korean (as in, you press A on a US keyboard in Korean starcraft).



None.

Feb 23 2009, 12:22 am stickynote Post #36



Quote
except display text, set leaderboard, play wav, mute, and unmute.
Are those the only ones?
Maybe we could try to find an EUD that detects if it is mute or unmuted.
However, a solution that might work is using it in conjunction with a text-detecting EUD. You woulnd't have to detect the username. You could just display the character that the player entered, immediately clear the screen(is that even possible?) when the text-detection is triggered.



None.

Feb 23 2009, 12:30 am Kaias Post #37



Quote from stickynote
Quote
except display text, set leaderboard, play wav, mute, and unmute.
Are those the only ones?
Maybe we could try to find an EUD that detects if it is mute or unmuted.
However, a solution that might work is using it in conjunction with a text-detecting EUD. You woulnd't have to detect the username. You could just display the character that the player entered, immediately clear the screen(is that even possible?) when the text-detection is triggered.
That won't work either, it'd result in drop either way.



None.

Feb 23 2009, 12:50 am Elvang Post #38



The only keys it seems you can't detect are F1-F4 and Prt Scr. The attached map will detect everything including multimedia keys. Minerals = Trigger Number.

Attachments:
All Keys.scm
Hits: 34 Size: 48.89kb



None.

Feb 23 2009, 1:19 am Rantent Post #39



The new cool way to insta-ban everyone...

And you say you can use it to set leaderboard, judging how there is no "Set Leaderboard" action, I'm wondering which action your talking about...



None.

Feb 23 2009, 1:23 am Morphling Post #40



Quote from Rantent
The new cool way to insta-ban everyone...

And you say you can use it to set leaderboard, judging how there is no "Set Leaderboard" action, I'm wondering which action your talking about...
Sorry I meant leaderboard. But really you couldn't tell set leaderboard is leaderboard.



None.

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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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