Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by MapUnprotector on 2005-07-17 at 17:33:34
I can't wait till you find out all the things to be able to detect all the upgrades smile.gif
Report, edit, etc...Posted by roule on 2005-07-17 at 20:37:44
How did u discover all this stuff? It would take me years!
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-18 at 02:52:09
QUOTE(Deathknight @ Jul 17 2005, 09:29 AM)
The "Deaths" value is stored as one long(four bytes), while tech research values are stored as either 00 or 01. See if STIM PACK is 00, then LOCKDOWN could be 00 OR 01. Now put them together for the actual long and you get 00 01 00 00 which is 256. After researching STIM PACK, it then looks like 01 01 00 00 and the number is then 257. Understand it now?
[right][snapback]264135[/snapback][/right]


Uhh nope still don't understand, But don't worry about it... Guess i shouldn't of said "how"

So the value 257 will detect both stim pack and lockdown? Do you just have to use a differant number if you want to differate between the two?
Report, edit, etc...Posted by .Coko[CK] on 2005-07-18 at 17:20:33
Makes me wonder, do all these numbers get instantly reached by Starcraft Players like 256 and 257 at the same time? So i could put both into my Condition to ensure? Or does it just do one at a time? Or collectively? So for each update it'll change the Long Byte?
Report, edit, etc...Posted by Deathknight on 2005-07-18 at 17:57:14
Every time the player researches something in the same player category as listed above, the number you're looking for will change.

One long is four bytes. Techs only use one byte, and are right beside each other, while deaths are stored as a long. The deaths for extended players read beyond the memory into the "tech storage section", or whatever you want to call it.

Example:
Now, the one long is Player 85's Vespene Gas Tank Type 2.
Four bytes: 00 00 00 00
Now, when the player researches one of the four techs(Let's say it researches EMP Shockwave), that long becomes 00 00 01 00. 01 means the tech is researched while 00 means it is not. So the four techs will have two possibilities each: 00 and 01.

That means when you're looking for STIM PACK, you have to look for all of the following possibilities:
01 00 00 00
01 00 00 01
01 00 01 00
01 00 01 01
01 01 00 00
01 01 00 01
01 01 01 00
01 01 01 01
^...^..^...^
|....|...| ..SPIDER MINE BYTE
|....| EMP SHOCKWAVE BYTE
| LOCKDOWN BYTE
STIM PACK BYTE

See, any of the other techs could be researched or not researched, and that must be taken into account.


QUOTE
How did u discover all this stuff?

Playing too much Starcraft.


QUOTE
Makes me wonder, do all these numbers get instantly reached by Starcraft Players like 256 and 257 at the same time?

I don't really get the question. :? Explain.
Report, edit, etc...Posted by DaMiNaToR on 2005-07-18 at 20:11:28
(To Coko) Are you the same Coko from SME?
Report, edit, etc...Posted by Deathknight on 2005-07-18 at 21:33:15
Use the Private Message option for this. And yes he is.
Report, edit, etc...Posted by DaMiNaToR on 2005-07-19 at 20:48:46
Could it also be possible, then, that the extra players' scores, resources, etc. could be used to detect other things?
Report, edit, etc...Posted by .Coko[CK] on 2005-07-21 at 18:08:54
What i was trying to get at, is that when Stim Pack is researched, are all its possibilities reached at the same moment? But from reading, it seems it takes any of the possible options.

I was trying to think of a way to ensure i knew which tech was researched.

[DaMiNaToR; yes, i am]

And it seems unlikely and yet likely, as DK said these extended players extend over the memory into the Tech Memory, which is actually meaning poor side on the programmers really.

Towards other things, well it doesn't seem likely that it'll effect anything else.
Report, edit, etc...Posted by Grouty on 2005-07-22 at 10:33:28
on a related note is it possible to use this information to upgrade the unused units like turrets scvs etc.
Report, edit, etc...Posted by Deathknight on 2005-07-22 at 10:45:39
QUOTE
Could it also be possible, then, that the extra players' scores, resources, etc. could be used to detect other things?

You can do so for millions of things, including stuff like number of pauses left, maybe even detect a specific unit's stats, like "at least X hp", etc. Though these have not exactly been "discovered" yet, I think it's possible. Remember that in the deaths, kills, and other unit-specific scores, you can use extended units which spand to 65535. Now it will use the same method to read the information, for all twelve players. 65535*12. So that's about a 786 KB stretch.
Report, edit, etc...Posted by .Coko[CK] on 2005-07-22 at 12:28:35
So its rather a question of whatever it'll fall into, can you use this to alter the numbers of the extended players? Forcing upgrades?
Report, edit, etc...Posted by Deathknight on 2005-07-22 at 14:07:24
No, you can only force upgrades if you place physical units for extended players and kill them. Though, this causes other undesirable effects.
Report, edit, etc...Posted by axblader on 2005-07-22 at 16:02:24
Wow.

I'm still very confused lol.
But do the weapon upgrades count? I know thats not part of the research tree....
Report, edit, etc...Posted by Deathknight on 2005-07-22 at 19:50:18
The upgrades are part of a different section. I'll work on those later, for now, I have updated the list to include supply access. Full supply detection for all players and races. Also much easier to use than the tech section.
Report, edit, etc...Posted by l)ark_13 on 2005-07-22 at 19:56:50
Just to clarify:

The only thing this can be used for is to DETECT when a player has gotten a tech?

If so, its not very practicle although you could mess up some players with a map like this. Call it the SC Ghost, IT KNOWS EVERYTHING YOU DO! biggrin.gif bleh.gif
Other than my question, awesome job DK. You're posts never cease to amaze me cool.gif clapping.gif
Report, edit, etc...Posted by Deathknight on 2005-07-23 at 10:22:32
Yes. This is only used for detection and at the moment, I have techs, mineral/gas scores, and supply.
Report, edit, etc...Posted by MarcX on 2005-07-23 at 11:07:03
DK, you realize the easiest way to do this is to find the addressing modes for anything you can access with triggers (and compute a formula to come up with a specific offset if you enter player name, unit/whatever) and map out all the locations of useful things in memory?

Then you can just write a simple program to see where the offsets overlap. Well perhaps this isn't the easiest way, but it is the most complete one. Then we'd know everything, and we'd be really really gosu with our maps ;/ (I'm positive you can get into almost anything, since as you said, we have hell lot of extended players). I'm too lazy to reverse engineer into all the retrieval functions for triggers though... I don't even have a debugger installed. Get some people together and give us the results tongue.gif:P
Report, edit, etc...Posted by Deathknight on 2005-07-23 at 12:18:43
ermm.gif I'll stick with my memory searcher...

...because I don't really know what you're talking about. yawn.gif
Report, edit, etc...Posted by scwizard on 2005-07-23 at 13:24:12
What memory searching program do you use anyway?
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-23 at 14:08:36
rockon.gif GJ, DK. I can see these triggers coming in handy wink.gif
Report, edit, etc...Posted by Rantent on 2005-07-23 at 19:43:18
QUOTE
Right, so that gives me an awesome idea...what if someone took the "Give Upgrades Automatically" tutorial method, and instead made it taek away techs, by having player 8 have no techs. In theory, you could automatically take away certain technologies after a certain ammount of time, making for temprorary upgrades and techs like Farty suggested. w00t.gif
You can't have an upgrade disappear once you have it can you?

Anyway I think the supply counters could actually be usefull for a supply health counter.
Report, edit, etc...Posted by Deathknight on 2005-07-25 at 10:55:44
OK something very important just happened. I did not know that deaths for extended units could be set, added, or subtracted.

We can now practically mod the game with triggers. We could make TILES on the map just "change" and make anything just "change" to whatever we want.

Though the only downside is that it's for pc users only, and SOME things may change after a patch.

Extreme research underway.
Report, edit, etc...Posted by scwizard on 2005-07-25 at 11:03:17
I know for a start this means that you can enable and disable to techs you mentioned previously with triggers pretty easily.

That is if what you say is ture.

I really look forward to you releacing a piliminary concept map.

rockon.gif DK!
Report, edit, etc...Posted by Voyager7456(MM) on 2005-07-25 at 11:40:53
This could be big. Super-big. Ultra big. You wouldn't even need an Automodder, you could mod via triggers. ohmy.gif

DK, if theres anything I can do to help the research...
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