Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting Shield Points
Detecting Shield Points
Nov 13 2009, 1:26 am
By: Urahara  

Nov 13 2009, 1:26 am Urahara Post #1



How would i detect the shield points of a unit so that i can give gas/ore to the player and set shield points back to 0
Thanks ahead of time



None.

Nov 13 2009, 1:28 am Falkoner Post #2



This requires using EUD Conditions, conditions that actually view the memory of the game, you can only set these up for a specific unit, and there's a good chance they won't work after another patch, if you're still interested, check out the wiki on EUDs.



None.

Nov 13 2009, 1:31 am Urahara Post #3



Does this have to do with the SCMdraft2 with the memory condition?
If so can anyone link me to it?



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Nov 13 2009, 1:39 am Vrael Post #4



Falkoner just did link you to it.



None.

Nov 13 2009, 1:46 am Falkoner Post #5



Also, I would recommend getting CheatEngine 5.5 rather than ArtMoney, ArtMoney is outdated and ugly.



None.

Nov 13 2009, 1:57 am Urahara Post #6



lol i already got artmoney, just a question how do you know the whether hp is 1,2, or 4 bytes?



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Nov 13 2009, 2:19 am stickynote Post #7



hp is 4 bytes



None.

Nov 13 2009, 2:22 am Urahara Post #8



Can someone help me, how do i figure out the hp address? Go through all them?



None.

Nov 13 2009, 3:38 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

read the stickies.
http://whathuh05.googlepages.com/eud.html

Post has been edited 1 time(s), last time on Nov 13 2009, 3:41 am by rockz. Reason: OMG MY SITE GOT MOVED. Still works tho.



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

Nov 13 2009, 4:24 am Urahara Post #10



Oh my, this all too much for my head
Rockz where would be the best place to start as a beginner to EUDs?
Edit: Also, a friend told me that with EUD keys you can only display text pretty much
Is this correct?



None.

Nov 13 2009, 4:57 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

EUDs work like this:
1. What do you want to detect? - Unit HP.
2. Where is the unit's HP address? - Search in artmoney until you find it. The first unit is 0x59CCB0. The second unit is 0x6282A0. You can find these via the guide I posted.
3. Now that I have the address, how do I make the trigger? - Plug it into EUDTrig is the easiest way. If it doesn't work, post your trigger here and we'll find out where you went wrong.

My very first EUD experience was making this map. If you can get steps 1 and 2, then step 3 will come easily, since it's pretty easy to explain, but it's pointless to explain if you don't understand steps 1 and 2.

Also, yes, key presses aren't shared, so you can't have any actions that directly affect gameplay. Things that nobody else sees (death counts, switches, center locations etc...) work, but only so long as they don't in turn run a separate illegal action. Thinks like create unit will desync.



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

Nov 13 2009, 5:12 am Urahara Post #12



Hmmm rockz thankks Alot of help :D



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Nov 13 2009, 6:08 pm CecilSunkure Post #13



Quote from Urahara
Edit: Also, a friend told me that with EUD keys you can only display text pretty much
Is this correct?
Was this me that said this by any chance? The only thing I could think of EUD keypress detection in a multiplayer map being used for, would be text display. This is pretty useful in maps that use text displayed inventory or tutorials, but other than that, I couldn't think of anything useful. Most useful actions will cause a desync between players; when different data is being used between two players in game, the data that needs to be completely synchronized between the players for the game to function, I'm guessing a built in security action created by Blizzard causes both players to stop all synchronization of all data. So, anything that the players need to have the exact same of in game will cause a desync when there is a difference in this data between two players.



None.

Nov 13 2009, 10:22 pm Urahara Post #14



Desync? And no it wasn't you, sorrow told me that when he put the eud keys in my map one time



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Nov 13 2009, 11:19 pm rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/187594/
Quote from O)FaRTy1billion[MM]
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.
In other words, if you use any action in a [edit]client only, non-shared[/edit] eud trigger not here, it will desync. You can set death counters and such, but if you then later call the death counter in a different condition, and use an illegal action in the trigger, it will desync.

Post has been edited 1 time(s), last time on Nov 14 2009, 5:57 am by rockz.



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

Nov 14 2009, 1:15 am Urahara Post #16



Quote from rockz
http://www.staredit.net/187594/
Quote from O)FaRTy1billion[MM]
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.
In other words, if you use any action in an eud trigger not here, it will desync. You can set death counters and such, but if you then later call the death counter in a different condition, and use an illegal action in the trigger, it will desync.
Hmm so ur saying that you cant change any visual aspect of the game with EUD conditions?



None.

Nov 14 2009, 1:40 am scwizard Post #17



Why do you want to give ore/gas to the player based on the shield points of a unit anyways?

Perhaps there is a simpler way to do what you want to do than EUD conditions.



None.

Nov 14 2009, 3:37 am Urahara Post #18



Quote from scwizard
Why do you want to give ore/gas to the player based on the shield points of a unit anyways?

Perhaps there is a simpler way to do what you want to do than EUD conditions.
Easy, as a dragoon walks it gains shield points, as a spell in my game i want to find how many shields out of 20, then give that much mins/gas



None.

Nov 14 2009, 5:56 am rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

>as a dragoon walks it gains shield points
They gain a constant 7/256 shields per frame while standing still too.

I presume the dragoon will be taking damage, so, there is no way via normal triggers to emulate this. If the dragoon is not taking damage, then you can just make a death count timer and avoid the whole EUD, since you'll just be using the shields as timer.

Shield points are shared values, and thus will be the same one each and every computer, which means you can use any action you want. If another player in the game can see what you see, then it's a shared value. There are some things which you can't normally see (selection groups, death counts) but still are shared. That means all units and their properties are shared. Text detection, keypresses, and many other things are not shared, and thus, you can't run actions which affect the game without everyone dropping.



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

Nov 14 2009, 5:12 pm Urahara Post #20



Quote from rockz
>as a dragoon walks it gains shield points
They gain a constant 7/256 shields per frame while standing still too.

I presume the dragoon will be taking damage, so, there is no way via normal triggers to emulate this. If the dragoon is not taking damage, then you can just make a death count timer and avoid the whole EUD, since you'll just be using the shields as timer.

Shield points are shared values, and thus will be the same one each and every computer, which means you can use any action you want. If another player in the game can see what you see, then it's a shared value. There are some things which you can't normally see (selection groups, death counts) but still are shared. That means all units and their properties are shared. Text detection, keypresses, and many other things are not shared, and thus, you can't run actions which affect the game without everyone dropping.
I think i get what you are saying
Awesome thank rockz
but how would i make a dc timer for Shield points?
Edit: Friend wants me to develop a skill in his map
Hes asking if i can make the units hp drop by 10% without any visual aspects
Is this possible?
And if so am i right by that the byte offset is 256?
Or is it percentage?
And does anyone know the Unit ID for a Hunter Killer?

Post has been edited 2 time(s), last time on Nov 14 2009, 9:41 pm by Urahara.



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