Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUD for unit attacking
EUD for unit attacking
Jan 26 2010, 1:49 am
By: stickynote  

Jan 26 2010, 1:49 am stickynote Post #1



I've looked through the EUD database, and I can't find which one would detect a unit attacking. To simplify things, the unit I'm detecting has local ID 0.



None.

Jan 26 2010, 1:55 am Jack Post #2

>be faceless void >mfw I have no face

It's the unitnode address that's called GndWpnCooldown or something. BRB i'll post the exact hex.

EDIT +0x55 for the GroundWeaponCooldown. It's a byte.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 26 2010, 2:36 am stickynote Post #3



Btw, how do you use the memory condition? I've only used the death condition before for EUD's.



None.

Jan 26 2010, 2:48 am CecilSunkure Post #4



Cmon, don't you read this? :P

http://www.staredit.net/topic/7993/

Here's a good memory condition topic: http://www.staredit.net/topic/8600/



None.

Jan 26 2010, 2:59 am LoveLess Post #5

Let me show you how to hump without making love.

So you can detect which unit attacks? Similar to what unit has lost hp? Well I didn't know that... Would make some things a lot easier.



None.

Jan 26 2010, 3:07 am ImagoDeo Post #6



Quote from LoveLess
So you can detect which unit attacks? Similar to what unit has lost hp? Well I didn't know that... Would make some things a lot easier.

Only to a certain extent.

If I'm correct, then as long as the unit is on cooldown, this memory condition will come back true. Therefore, ammo systems based on this would be nearly impossible. It's frustrating - a seemingly perfect ammo system, shot to pieces (pardon my graveyard humor).



None.

Jan 26 2010, 3:08 am LoveLess Post #7

Let me show you how to hump without making love.

Quote from ImagoDeo
Quote from LoveLess
So you can detect which unit attacks? Similar to what unit has lost hp? Well I didn't know that... Would make some things a lot easier.

Only to a certain extent.

If I'm correct, then as long as the unit is on cooldown, this memory condition will come back true. Therefore, ammo systems based on this would be nearly impossible. It's frustrating - a seemingly perfect ammo system, shot to pieces (pardon my graveyard humor).
No, you are speaking of say, each cycle it will come back true? This doesn't matter to me, as long as I can detect that it HAD just attacked.



None.

Jan 26 2010, 3:09 am Jack Post #8

>be faceless void >mfw I have no face

If you want a better ammo system, check out my Dynamic VHP topic/map in UMS theory.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 26 2010, 3:15 am ImagoDeo Post #9



Quote from name:zany_001
If you want a better ammo system, check out my Dynamic VHP topic/map in UMS theory.

Seen that, it's not perfect by a long shot. I mean, it is, but only with specific (limiting) dependencies.



None.

Jan 26 2010, 3:25 am LoveLess Post #10

Let me show you how to hump without making love.

Deo, you never answered me, are you talking about like... Every cycle, if their still in cooldown, it comes back true? Etc?

If so... Just have a DC counting how long before their next attack.



None.

Jan 26 2010, 3:35 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm going to do some research on this for my rpg. My current plan is to detect if it's greater than 1, which means it has attacked. If you don't have enough ammo, you change alliance status, and the unit will stop. Then I'm going to see how I can detect when the unit has attacked without using a DC, probably by detecting when cooldown is at least 19, at most 21 (for a cooldown 22 unit). There's an added randomizer which adds/subtracts 1 or 2 from the cooldown each attack, which is why units don't always attack at the exact same speed.

Basically you're always reading the cooldown. If you read at least 1, it will always be true while the unit is on cooldown. Note there is an air, ground, and spell cooldown (but they all say the same thing, and are always the same number). The 4th or 1st byte is generally 0(I forget which one).



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

Jan 26 2010, 3:40 am stickynote Post #12



Quote from name:zany_001
It's the unitnode address that's called GndWpnCooldown or something. BRB i'll post the exact hex.

EDIT +0x55 for the GroundWeaponCooldown. It's a byte.
What do you add that to? My knowledge of EUD's is pretty limited.

EDIT: This map detects unit attack. (I think) It has an ammo system based off of that. I can't open it though; it's protected.
EDIT2: Huh, got it open this time.

Attachments:
halloweenpriest_v104(1152).scx
Hits: 5 Size: 364.77kb

Post has been edited 1 time(s), last time on Jan 26 2010, 3:47 am by stickynote.



None.

Jan 26 2010, 4:02 am stickynote Post #13



A mod may close this now. I got the condition to work.



None.

Jan 26 2010, 4:19 am ImagoDeo Post #14



Quote from LoveLess
Deo, you never answered me, are you talking about like... Every cycle, if their still in cooldown, it comes back true? Etc?

If so... Just have a DC counting how long before their next attack.

That's not nearly precise enough. Hyper triggers cycle at exactly eight times per game second, but I have no idea how many frames per second SC runs at. And cooldowns are based in frames. Death counts would have to overcompensate, and you'd have to time it by removing the player's ability to fire until your death count cooldown is over.

That's better than broken, but still not quite exact.



None.

Jan 26 2010, 4:40 am stickynote Post #15



Ok, after some testing. . . @Loveless, yes, it detects if the unit attack is on cooldown, so you need to use a wait or a DC to time it right.



None.

Jan 26 2010, 5:22 am rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

hyper triggers check every other frame. That leads me to believe you can check a range of 2 numbers to see if it's in cooldown (after a successful attack).
Starcraft runs at 16 frames per game second (thus 8 hyper triggers =1 game second).
Real time is different, Fastest is 24 fps, fast is 21, continuing down by 3 each step. Note that "normal" runs at 15 fps, so you can NEVER have 1 game second = 1 real second (unless it's lagging),

When a unit attacks, its cooldown timer is set to its cooldown +/- 2. I think a ghost will attack anywhere from 21-24, but I can't tell due to lack of data on how attacking works. It's not as simple as diablo 2.



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

Jan 26 2010, 5:59 am stickynote Post #17



For a zealot, the cooldown is 22. Assuming that's frames, and the map is hypertriggered, is that 11 dc's?



None.

Jan 26 2010, 6:20 am rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

yes, but the cooldown varies. The way halloween priest achieved it was by force allying, I think even after you hit the first time.



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

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