Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Extended players
Extended players
Jul 16 2009, 2:10 pm
By: Jesusfreak  

Jul 16 2009, 2:10 pm Jesusfreak Post #1



Is there an up-to-date list on what extended players do what and how they are used? It seems that Player 161's cloaking powers were patched, so hopefully the memory was moved to another player.
Also, is it possible to simply open the files in starcraft and find where the memory is for these extended players? Why can't we just hack into starcraft and find the files containing the same code as player 161 used to?



None.

Jul 16 2009, 6:20 pm JaFF Post #2



I think it's not about the code of a specific player, it's about overflowing memory.

I do not know of such an up-to-date list. I doubt one exists, but some scattered information probably can be found. So let's wait for the some other people to post.



None.

Jul 16 2009, 6:23 pm Vi3t-X Post #3



Quote from Jesusfreak
Is there an up-to-date list on what extended players do what and how they are used? It seems that Player 161's cloaking powers were patched, so hopefully the memory was moved to another player.
Also, is it possible to simply open the files in starcraft and find where the memory is for these extended players? Why can't we just hack into starcraft and find the files containing the same code as player 161 used to?
You could try. There's a number of software out there (like ARTMoney) that can find and extract hex values of the game. Supposedly you could downgrade, find Player 161's cloak property and scan for it in the recent patch. Nothing's for sure, but that might work. :P



None.

Jul 16 2009, 7:10 pm Jesusfreak Post #4



So... do you know anyone that knows how to do that? :bye1:



None.

Jul 16 2009, 10:40 pm Falkoner Post #5



No one's tested it in any of the recent patches, since it's very tedious, since you need to place every unit, for every player in order to see the outcomes, and it's extremely hard to predict what will happen.



None.

Jul 16 2009, 11:26 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

If we could get a way to dump the memory into a text file, change the map, then dump that memory into another text file, and compare changes, I believe that would help significantly.



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

Jul 17 2009, 12:12 am Heinermann Post #7

SDE, BWAPI owner, hacker.

Depends on what you want to do. D:




Jul 17 2009, 1:34 am Jesusfreak Post #8



Crap, it doesn't look like I'm going to get anywhere with extended players :( . Are there any other ways in the current patch to make uncloaked dts (without making them hallus or giving the player vision with the owner of the dts)? Or to cloak units that the disable enable enable trick doesn't work on?



None.

Jul 17 2009, 1:48 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

cover the map with the arbiter cloak unit. Hallucinated DTs aren't cloaked.



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

Jul 17 2009, 2:04 am ForTheSwarm Post #10



Quote from Jesusfreak
Are there any other ways in the current patch to make uncloaked dts (without making them hallus or giving the player vision with the owner of the dts)?




None.

Jul 17 2009, 2:08 am Jesusfreak Post #11



Er, covering the map with arbiters? I was hoping for something a bit more... professional. Also, that doesn't allow me to dictate which units cloak and which don't.
And yes I know hallucinated dts aren't cloaked. I specifically asked for a way to make uncloaked dts besides hallucination.



None.

Jul 17 2009, 3:14 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

nah, unit id 4832 or something is the arbiter cloak unit. It's invisible, and gives the arbiter cloak field. I posted it in your other thread.

If you really want DTs uncloaked, mod the game.

I really think you're trying to do way too much here.



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

Jul 17 2009, 1:00 pm Jesusfreak Post #13



The Unit ID thing that you showed me in the other thread? You mean the one that didn't work? o_O

It didn't work. It showed up ok in starforge, but it didn't show up in SC.



None.

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[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
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