Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Memory condition crash....
Memory condition crash....
Jun 15 2009, 10:44 pm
By: Morphling  

Jun 15 2009, 10:44 pm Morphling Post #1



Any reason why this crashes:

Trigger("Player 1"){
Conditions:
Memory(12737, Exactly, 0);
Memory(12738, Exactly, 0);
Memory(12734, Exactly, 0);
Memory(12733, Exactly, 0);

Actions:
Set Deaths("Current Player", "Vespene Geyser", Set To, 0);
Set Deaths("Current Player", "Mineral Field (Type 3)", Set To, 0);
Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Set To, 0);
Set Deaths("Current Player", "Vespene Tank (Terran Type 2)", Set To, 0);
Preserve Trigger();
Comment("");
}

//-----------------------------------------------------------------//


and this does not crash:

Trigger("Player 1"){
Conditions:
Deaths("Player 6", "ID: 1061", Exactly, 0);
Deaths("Player 7", "ID: 1061", Exactly, 0);
Deaths("Player 3", "ID: 1061", Exactly, 0);
Deaths("Player 2", "ID: 1061", Exactly, 0);

Actions:
Set Deaths("Current Player", "Vespene Geyser", Set To, 0);
Set Deaths("Current Player", "Mineral Field (Type 3)", Set To, 0);
Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Set To, 0);
Set Deaths("Current Player", "Vespene Tank (Terran Type 2)", Set To, 0);
Preserve Trigger();
Comment("");
}

//-----------------------------------------------------------------//


The memory condition trigger crashes while the regular eud trigger does not even though they detect the exact same memory.



None.

Jun 16 2009, 2:45 am Roy Post #2

An artist's depiction of an Extended Unit Death

I would guess that the memory condition format has a few bugs to be fixed; I'm assuming you're doing this through the text trigger editor, because the condition in classic trigedit is just a hassle.

If I had to guess, I would say that the memory condition never defines where to start on the table. Of course, if anyone's had any successes using the condition, this entire post is garbage.

Why not just stick to the original EUD format?




Jun 16 2009, 3:32 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Try using starforge. if it works, save one with starforge, and one with memory(), then compare the hex of the triggers.

@roy
Original EUD format isn't useable in scmdraft trigedit, only in classic trigedit. If you try to edit with trigedit, you end up with "invalid unit".



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

Jun 16 2009, 2:47 pm Morphling Post #4



Weird. I opened up starforge and when I try to open up the trigger with the memory condition in it, starforge crashed. So I deleted the trigger and redid the trigger in starforge exactly how it was before, played the map, and it works fine now.

Edit: Figured out what went wrong. If you open up the text editor in scmdraft and compile it will crash starcraft and starforge when you open that trigger up.
The memory condition still fails us! :-(

Post has been edited 3 time(s), last time on Jun 16 2009, 3:52 pm by Morphling.



None.

Jun 16 2009, 8:05 pm Ahli Post #5

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

Memory condition works in classic trigedit. But the same condition compiled with text based trigedit causes starcraft to crash after mission briefing. :<




Jun 17 2009, 4:10 pm flagitious Post #6



Trigedit, generates the wrong condition code in the chk file, the code is supposed to be 15 for deaths, (see http://www.staredit.net/wiki/scenario.chk_format ), but instead it is 24, which is an invalid code, thus causing a crash when it is checked



None.

Jun 17 2009, 5:33 pm scwizard Post #7



Damnit SI :(

This is why my map doesn't use EUDs, I'm paranoid about stuff like this happening. I still haven't completely forgiven SI for the last time SCMDraft corrupted my EUD using map.



None.

Jun 17 2009, 7:15 pm flagitious Post #8



Anyone know how to contact SI or have access to the source? This would probably be a quick fix, and I know alot of people (including myself really would like to use trigedit along with EUDs).



None.

Jun 17 2009, 8:52 pm scwizard Post #9



No and no.

He'll sometimes sign onto MSN (which I have), but in terms of getting bugs fixed faster it's useless.

The biggest grudge I have against SI is not releasing the source actually...

EDIT: My sources tell me that he's on AIM a lot. However having stuff fixed faster by bugging him is useless in my exp.
Also my sources are nagging me to nag him, so I will.

Post has been edited 2 time(s), last time on Jun 17 2009, 10:01 pm by scwizard.



None.

Jun 17 2009, 11:42 pm flagitious Post #10



Well it is his program, he has full rights to it and owes us nothing (it is us that owe him). But it is also natural for us to want things.

In the meantime you can open up the chk using winmpq and a hex editor and do a search and replace to fix all memory conditions.



None.

Jun 18 2009, 12:13 am scwizard Post #11



http://www.stormcoast-fortress.net/temp/TrigEdit.rar

I take back everything bad I said about you SI, ilu <3

EDIT: He told me to test if this works before spreading it around. But I'm to lazy to. Someone else test it.



None.

Jun 18 2009, 12:30 am Ahli Post #12

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

WORKS 4 ME... (no momeory condition related Starcraft crash, if triggers were compiled by trigedit)

now I made the triggers to get the EUD to check if the unit has a movement target destination within a few minutes...
-> 117 & 118 are the units I searched...

SI <3
Today is a big day for Starcraft Mapmaking...




Jun 19 2009, 11:21 pm flagitious Post #13



I love you too SI, but note that I loved you before you were so fast with that bug fix



None.

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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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