Staredit Network > Forums > Modding Projects > Topic: Confidere
Confidere
Apr 14 2009, 4:43 am
By: A_of-s_t  

Apr 14 2009, 4:43 am A_of-s_t Post #1

aka idmontie

Confidere

It was love at first sight.

The first time Yossarian saw the bloody pit of a body thrown before him in a heaping tangle of limbs, he knew this is what he loved doing.

Yossarian was not one to abstain nor shy from the opportunity to blast a living creature to the eternal bliss from whence it came, but this was something much different. Different solely because he, in fact, would not get to do most the shooting of which he so thoughtfully thought of as his God given right. In fact, his orders were to stay right where he was, in bed, to twidle his thumbs about or, if he got bored with that, stick them up his ass. That’s what the commander ordered, and that was what he must do. So, as he lay on his makeshift cot, twidling his thumbs as his commanding officer explicitly told him to do, he sat wondering why he had been ordered to do so. Indeed, he was hated by most of the men at higher ranks then he was, and indeed, he couldn’t actually shoot a gun with out having to fire its whole magazine before actually hitting anything, but, that wasn’t the point. The point was that he wasn’t allowed to shoot.

He decided to begin his usual task of looting what the officers left behind at camp when they left for a mission, and, as he was pulling a fresh playboy from the backpack of General General Major, he noticed, in the sky, something rather odd. Well, not so much as odd as a huge meteor like figure hurling towards earth could be considered odd. But this huge fireball lunged into the earth and sent a shockwave through camp. Now, the most impressive thing about this was that it was oddly close to where the previous meteor like fireball had landed, and where the entire platoon was, and where General General Major was. And yes, this is where he had also found his true love and longed passionately to reunite with her in the joyous bonds of one man killing another living creature.

Of course, an impact of that size would have killed, if not maimed, the entire platoon and so Yossarian picked up his gun -- his lovely, beautiful gun, to whom, he would easily love just as much, if not for the fact that it was by extension of the gun that he could kill other living creatures, thereby making it a necessity in acquiring his one true love. Yes, he and his love triangle would be able to reunite once more, and as he slung his gun over his shoulder, he turned the keys of a jeep, and rode off into the distance of the quarantined zones of not one, but two crash sites…

Specs:
Multiplayer
Major Modification
No Special Maps Needed (Hopefully)

Information:
This modification adds changes to the Terran and Zerg (as if we haven't heard that one before). Protoss will probably not be modded. The zerg wil be turned into a new alien race who act in a sort of zombie-esk way. They feed off of other organisms or each other. They continually die off and hope that before doing so, they spawn their evil stim gene into other organisms. The terran will be modded into the LHR, Last Human Resistance, who are holding out against these alien foes. More details to come.

Edits:
Dat
GRP
Tileset
Iscript
AI scripts
Menus
Grafting
Plugin

The Plugin:
The Plugin will perform various acts of greatness and heroism. First, it gives the larvae new character -- makes them slowly die of being alive. Second, broodlings now die when they get one kill -- a life for a life. Next, Mature Larva will die if not on creep. Shield regen will intensify on certain terrain (for Zerg units, it will be on creep). And, finially, it will do what ever else I feel necessary.

Campaign:
I promise nothing in the way of a campaign, but, if I find the time, I'll do it.

Screenshots:

Pre-alpha Screenshot. Merely shows that basic units, and the Queen Ship, who can lift off and attack the enemy, albiet slowly.

Post has been edited 3 time(s), last time on Apr 14 2009, 5:01 am by A_of-s_t.



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Apr 14 2009, 4:57 am Corbo Post #2

ALL PRAISE YOUR SUPREME LORD CORBO

Yay for beta sunken colony.

I sorta like the new grp. Did you make it?



fuck you all

Apr 14 2009, 4:59 am A_of-s_t Post #3

aka idmontie

I have made no new grps. The flying building is a recolored Nanite Queen from Maplantis.



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Apr 14 2009, 1:14 pm IskatuMesk Post #4

Lord of the Locker Room

Your larva have stimpacks.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 14 2009, 6:46 pm melnikov Post #5



can u post more screenshots?

Post has been edited 1 time(s), last time on Apr 14 2009, 8:19 pm by melnikov.



None.

Apr 15 2009, 1:45 am Biophysicist Post #6



Catch-22, much?

Anyway.
Quote
The zerg wil be turned into a new alien race who act in a sort of zombie-esk way. They feed off of other organisms or each other. They continually die off and hope that before doing so, they spawn their evil stim gene into other organisms.
MOAR INFO PLZ

(Lol, you might have thought of exactly the same economy system as I did, if I read that right. OSHI-)



None.

Apr 15 2009, 1:45 pm A_of-s_t Post #7

aka idmontie

I've yet to establish a permanent economy system. Here's some more info:

Larva:
Being newly born and a blank slate, they roam around freely based only on instinct. Slowly dying from being alive, they will eventually perish. However, an adrenaline boost will cause them to under go a metamorphasis and transform into a broodling (all these names are not permanent).

Broodling:
Fast, weak, effective. These broodlings work good in large numbers and pose quite an annoyance for other players. Once they kill a unit, they perish themselves since the adrenaline within their pobies is so great, they go into shock. However, these broodlings can morph into Drones, Zerglings, or Hydralisks.

Drones:
Make shit.

Zerglings:
These zerglings are fast, quiet, and effective -- even more so than the broodlings. No negative effects exist for the zergling except it cannot attack air units, nor can it borrow.

Hydralisks:
Equipt with heavy weaponry, they are a force to be reconned with.

Queen Ship:
Gifted with the ability to lift off, you can take the fight right to the enemy by kamakazee-ing this beast into the other player's base and lay down some supressing fire.



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Apr 15 2009, 1:53 pm Symmetry Post #8

Dungeon Master

Quote from A_of-s_t
Hydralisks:
Equipt with heavy weaponry, they are a force to be reconned with.

Oh dear gods I hope you meant to say reckoned...



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

Apr 20 2009, 1:52 am A_of-s_t Post #9

aka idmontie



Thanks to Poiuy_qwert's struct, I am now able to create new buttons, actions, and requirements. That is a quick example of what I did in 30 minutes. The Queen Ship now has the ability to thrust itself (increase its speed and acceleration), however, this thrust cuts it's health in half. It can only be used when the health of the unit is >25. I am concered, however, about the means I am using to accomplish this -- it may desync over multiplayer. I'm rewriting the code to use another method that uses the reqVar (you can see this in Firegraft) to state what unitnode slot the unit takes up, mainly because the action function does not have the UNIT* selected parameter, but the requirement function does.

On another note, units under Psionic Storm will have 0 energy.

BTW, any button ideas would be welcome ;)

Post has been edited 1 time(s), last time on Apr 20 2009, 2:41 am by A_of-s_t.



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Apr 20 2009, 4:49 am poiuy_qwert Post #10

PyMS and ProTRG developer

Quote from A_of-s_t
I'm rewriting the code to use another method that uses the reqVar (you can see this in Firegraft) to state what unitnode slot the unit takes up, mainly because the action function does not have the UNIT* selected parameter, but the requirement function does.
The default requirement functions dont even use the UNIT* selected parameter AFAIK, both action/requirement functions just check the selected units array.




Apr 20 2009, 1:34 pm A_of-s_t Post #11

aka idmontie

typedef BUTTON_STATE::Enum (__fastcall *REQ_FUNC)(u32,u32,UNIT*);
//(u32 reqVar, u32 playerId, UNIT* selected);
typedef void (__fastcall *ACT_FUNC)(u32,u32);
//(u32 actVar, u32 shiftClick);

The requirement function has the selected unit as a parameter (you just reference it like: selected->healthPoints; But the action function does not take the selected unit as a param. How do the regular spells detect which unit is using the spells? Right now, I'm using the pointer to the currently selected unit to detect which unit is being used.



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Apr 20 2009, 6:03 pm Fyrinite Post #12



It will desync multiplayer unless you're getting code to run on the other computer(s) to update the values. Actions only run for the player that clicks the button.



None.

Apr 20 2009, 10:48 pm poiuy_qwert Post #13

PyMS and ProTRG developer

lol A_of_s_t, did you even read my post before replying to it?




Apr 20 2009, 11:00 pm A_of-s_t Post #14

aka idmontie

Quote from poiuy_qwert
lol A_of_s_t, did you even read my post before replying to it?
I guess not :P



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Apr 24 2009, 1:58 pm A_of-s_t Post #15

aka idmontie

I'll be writting spells this weekend. Let's hope I can get this stupid thing to work in multiplayer, if not, then it looks like I'll only allow these buttons in Single Player.



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Apr 24 2009, 6:41 pm Biophysicist Post #16



O_O

I have custom buttons in Biophysics that work fine in multiplayer. The currently selected unit is synced for some reason: There are eight addresses, each one holding the currently selected unit for a particular player. Devilesk's Egg Ball uses this, so you can find the addresses by converting the EUDs into that map into addresses using EudTrig.

(Sorry if you already knew that, only trying to help.)

EDIT: don't ask why I haven't released Biophysics yet, there are personal issues that I don't want to go into.



None.

Apr 24 2009, 11:55 pm A_of-s_t Post #17

aka idmontie

I'm thinking about replacing the unit wireframes with short descriptions of the unit. Thoughts?



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Apr 25 2009, 12:41 am thunderaga Post #18



seems like a good idea
just try to make it not to small for anyone to read :lol:



None.

Apr 25 2009, 3:18 am A_of-s_t Post #19

aka idmontie

Quote from name:TassadarZeratul
The currently selected unit is synced for some reason: There are eight addresses, each one holding the currently selected unit for a particular player.
What's the address?

Are you talking about these addresses?
Code
006284C8 1.16.0 Win Player 1 Selection Group 4 12 List of unit node pointers for Player's current group …
006284F8 1.16.0 Win Player 2 Selection Group 4 12 List of unit node pointers for Player's current group …
00628528 1.16.0 Win Player 3 Selection Group 4 12 List of unit node pointers for Player's current group …
00628558 1.16.0 Win Player 4 Selection Group 4 12 List of unit node pointers for Player's current group …
00628588 1.16.0 Win Player 5 Selection Group 4 12 List of unit node pointers for Player's current group …
006285B8 1.16.0 Win Player 6 Selection Group 4 12 List of unit node pointers for Player's current group …
006285E8 1.16.0 Win Player 7 Selection Group 4 12 List of unit node pointers for Player's current group …
00628618 1.16.0 Win Player 8 Selection Group 4 12 List of unit node pointers for Player's current group …



If so, I guess they are probably just +/- 8 from the addresses in 1.15.1. There is a problem with this though, how do I know which player is using the units? How do I know which set of groups to read? We'll see. Here's how SC does it:

Code
//Stim Pack:
     
CPU Disasm
Address   Hex dump          Command                                  Comments
004234C0  /.  55            PUSH EBP
004234C1  |.  8BEC          MOV EBP,ESP
004234C3  |.  51            PUSH ECX
004234C4  |.  B9 F0715900   MOV ECX,OFFSET StarCraft.005971F0
004234C9  |.  BA 000A0000   MOV EDX,0A00
004234CE  |.  8BFF          MOV EDI,EDI

004234D0  |>  8B01          /MOV EAX,DWORD PTR DS:[ECX]
004234D2  |.  85C0          |TEST EAX,EAX
004234D4  |.  74 05         |JE SHORT 004234DB                       ;Jump if Equal
004234D6  |.  3950 08       |CMP DWORD PTR DS:[EAX+8],EDX            ;compare these two
004234D9  |.  7F 3D         |JG SHORT 00423518                       ;
004234DB  |>  83C1 04       |ADD ECX,4
004234DE  |.  81F9 20725900 |CMP ECX,OFFSET StarCraft.00597220
004234E4  |.^ 7C EA         \JL SHORT 004234D0

004234E6  |.  8B0D 20126D00 MOV ECX,DWORD PTR DS:[6D1220]
004234EC  |.  66:8139 6903  CMP WORD PTR DS:[ECX],369
004234F1  |.  77 07         JA SHORT 004234FA
004234F3  |.  B8 4D1B5000   MOV EAX,OFFSET StarCraft.00501B4D
004234F8  |.  EB 09         JMP SHORT 00423503
004234FA  |>  0FB781 D40600 MOVZX EAX,WORD PTR DS:[ECX+6D4]
00423501  |.  03C1          ADD EAX,ECX
00423503  |>  8B0D 84265100 MOV ECX,DWORD PTR DS:[512684]
00423509  |.  8B15 30725900 MOV EDX,DWORD PTR DS:[597230]
0042350F  |.  E8 BCB60600   CALL 0048EBD0                            ; [StarCraft.0048EBD0
00423514  |.  8BE5          MOV ESP,EBP
00423516  |.  5D            POP EBP
00423517  |.  C3            RETN
00423518  |>  BA 01000000   MOV EDX,1
0042351D  |.  8D4D FF       LEA ECX,[LOCAL.2+3]
00423520  |.  C645 FF 36    MOV BYTE PTR SS:[LOCAL.2+3],36
00423524  |.  E8 C7230600   CALL 004858F0                            ; [StarCraft.004858F0
00423529  |.  8BE5          MOV ESP,EBP
0042352B  |.  5D            POP EBP
0042352C  \.  C3            RETN


Post has been edited 2 time(s), last time on Apr 25 2009, 4:35 am by A_of-s_t.



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Apr 25 2009, 9:39 am Hercanic Post #20

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Quote from TassadarZeratul[MM
]The currently selected unit is synced for some reason
Likely due to team games with shared unit control, which shows what your teammate has selected with a dashed selection circle.




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