Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Selection Detection(EUD)
Selection Detection(EUD)
Jun 23 2009, 1:14 am
By: Morphling  

Jun 23 2009, 1:14 am Morphling Post #1



I'm not sure if this has been documented on Sen so I made this topic.

This is multiplayer, however it has about a second delay from when you select it to when the trigger fires.

Player 1 Selecton: Player 10 has suffered exactly X deaths of UnitID:13490.
Player 2 Selecton: Player 10 has suffered exactly X deaths of UnitID:13491.
Player 3 Selecton: Player 10 has suffered exactly X deaths of UnitID:13492.
Player 4 Selecton: Player 10 has suffered exactly X deaths of UnitID:13493.
Player 5 Selecton: Player 10 has suffered exactly X deaths of UnitID:13494.
Player 6 Selecton: Player 10 has suffered exactly X deaths of UnitID:13495.
Player 7 Selecton: Player 10 has suffered exactly X deaths of UnitID:13496.
Player 8 Selecton: Player 10 has suffered exactly X deaths of UnitID:13497.

Unit 1: X=5885096
Unit 2: X=6455960
Unit 3: X=6455624
Unit 4: X=6455288

The pattern, subtracting 336, starts at unit 2 until the end, unit 1700.

Post has been edited 1 time(s), last time on Jun 23 2009, 5:21 pm by Morphling.



None.

Oct 24 2009, 2:16 am Tempz Post #2



how do you do death of unit id 0.o
When i figure this out thanks... i hope to make a side scrolling shoot em up...



None.

Oct 24 2009, 2:23 am Morphling Post #3



You can use the memory condition if that is easier.
Player 1: Memory(161889, Exactly, X);
Player 2: Memory(161901, Exactly, X);
I think you see the pattern.



None.

Oct 24 2009, 3:34 pm Tempz Post #4



Yea thanks
can this detect a player killing computer?

and

i need the uberation 2.00.7 to edit it lol...

Post has been edited 1 time(s), last time on Oct 24 2009, 5:34 pm by Tempz.



None.

Oct 24 2009, 5:52 pm samsizzle Post #5



i just figured this out yesterday thanks to morph.

Here are the addresses that i use.
Memory(-13043, 0); green select circle.
Memory(-13043, 1); red select circle
Memory(-13043, 2); yellow select circle

Memory(264058, *); This detects the TYPE of unit that you have selected. For example a marine's id is 0. So to detect a marine: replace the star with a 0.

Memory(161889, *); This detects the unit with the specified unit id. For example to detect the third unit placed on the map being selected you would take the second units id 6455960 and subtract 336, subtracting 336 gives the next unit's id. The first unit doesn't go with this pattern its id is 1700. So 6455960 -672 =6455288 so replace the star with 6455288 and you'll detect when you have the third unit placed on the map selected. Oh and start locations dont count.

Thanks so much morph



None.

Oct 24 2009, 10:55 pm stickynote Post #6



What's the memory condition?



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Oct 25 2009, 4:59 am samsizzle Post #7



Quote from stickynote
What's the memory condition?





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Oct 25 2009, 5:25 am Tempz Post #8



I'm still confused... can you simplify it for me...

Since mine doesn't seem to work....

Player 1
Conditions -> detect click for unit 1

Actions ->Center Location 01 on unit 1
Create Marine on location 01
Kill Marine on location 01
Move marine to (Stand by)

and what are you suppose to change x to?
And memory is not on any editors list... of conditions.

Post has been edited 2 time(s), last time on Oct 25 2009, 5:34 am by Tempz.



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Oct 25 2009, 5:54 pm stickynote Post #9



Yeah, I can't find that condition either. What editor are you using?



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Oct 25 2009, 5:56 pm poiuy_qwert Post #10

PyMS and ProTRG developer

It's the newer versions of SCMDraft.




Oct 25 2009, 7:28 pm stickynote Post #11



Can I get a link to that version?



None.

Oct 25 2009, 7:39 pm payne Post #12

:payne:

http://www.staredit.net/170334/
Check this topic and give SI some ideas.
The link is provided at the line #2.
;)



None.

Oct 26 2009, 4:13 am O)FaRTy1billion[MM] Post #13

👻 👾 👽 💪

http://farty1billion.dyndns.org/EUDDB/
It's been documented in the past, but the 1.16.1 memory map is lacking.



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!

Nov 3 2009, 9:55 pm samsizzle Post #14



Quote from Morphling
You can use the memory condition if that is easier.
Player 1: Memory(161889, Exactly, X);
Player 2: Memory(161901, Exactly, X);
I think you see the pattern.

I dont see the pattern Do you just add 10+players number everytime you want the next player?



None.

Nov 3 2009, 11:26 pm O)FaRTy1billion[MM] Post #15

👻 👾 👽 💪

12



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!

Nov 3 2009, 11:29 pm ClansAreForGays Post #16



Something i gotta know. Can you hotkey units to/with the numpad?(I don't have one)




Nov 5 2009, 5:01 am NothingZ Post #17



Quote from samsizzle
i just figured this out yesterday thanks to morph.

Here are the addresses that i use.
Memory(-13043, 0); green select circle.
Memory(-13043, 1); red select circle
Memory(-13043, 2); yellow select circle

Memory(264058, *); This detects the TYPE of unit that you have selected. For example a marine's id is 0. So to detect a marine: replace the star with a 0.

Memory(161889, *); This detects the unit with the specified unit id. For example to detect the third unit placed on the map being selected you would take the second units id 6455960 and subtract 336, subtracting 336 gives the next unit's id. The first unit doesn't go with this pattern its id is 1700. So 6455960 -672 =6455288 so replace the star with 6455288 and you'll detect when you have the third unit placed on the map selected. Oh and start locations dont count.

Thanks so much morph

I used the unit type detection one, but when I tested it with other players, all of them drops.
Why did that happen?



None.

Nov 5 2009, 7:50 am rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

because it's not a shared variable. How would someone else's starcraft know that you had a particular unit selected? It wouldn't. SC reads the memory, and for one player, the trigger is true, so the trigger runs. However, for the other players, the trigger is not true, so the trigger doesn't run. Now you have two players with two different actions going on. SC has no choice but to drop them, since the memory doesn't match up in the correct spots.

The only actions which don't drop people due to being completely client side are leaderboards, display text, wavs, mute/unmute, and set switch (surprisingly enough). If you use the "Switch" condition later, and use any other actions, the game will desync. If everyone did the same thing and a switch is set for everyone, then the trigger runs, it won't desync, since everyone is running the same trigger.



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

Nov 5 2009, 6:29 pm O)FaRTy1billion[MM] Post #19

👻 👾 👽 💪

Quote from rockz
The only actions which don't drop people due to being completely client side are leaderboards, display text, wavs, mute/unmute, and set switch (surprisingly enough). If you use the "Switch" condition later, and use any other actions, the game will desync. If everyone did the same thing and a switch is set for everyone, then the trigger runs, it won't desync, since everyone is running the same trigger.
Not including single-player actions (for obvious reasons), these are all of the actions will not drop (brute-testing, ftw):
Preserve Trigger, Wait*, Transmission, Play WAV, Display Text Message, Center View, Set Mission Objectives, Set Switch*, Set Countdown Timer*, All Leader Board (and Goal), Set Score*, Minimap Ping, Talking Portrait, Mute Unit Speech, Unmute Unit Speech, Move Location*, Set Invincibility**, Set Deaths*, Comment, Pause Timer*, Unpause Timer*.

Quote from a text file I wrote a while ago with this information
* Be cautious if you have any other desynching triggers that are dependant on these or use them in any way because they may cause a desync.
** Set Invincibility wont desync by itself, but if you target a unit that was effected by the action then it will desync.




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!

Nov 6 2009, 11:32 pm Cinolt Post #20



Quote from ClansAreForGays
Something i gotta know. Can you hotkey units to/with the numpad?(I don't have one)

You can't set hotkeys with the numpad, but you can select hotkeyed units with it.

Post has been edited 1 time(s), last time on Nov 7 2009, 12:56 am by yoonkwun.



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