QUOTE(Heimdal @ Dec 1 2006, 08:26 PM)
This should do the trick.
Damnation, it didn't work
I didn't even get a placement error... Theory on why not follows:
QUOTE(Heimdal @ Dec 1 2006, 08:26 PM)
However - the triggers weren't disabled when I exported them from SE! They must get disabled at import time.
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I tend to disagree. Upon a quick inspection of the trigger format (quick as in a crash course ONLY on what I needed, namely disable/enable, so I don't know how to, say add a new trigger via bytehacking YET
). Anyway, apparently ANY trigger involving locations gets disabled automatically upon saving.
You can easily check this, because a trigger with an "enabled" state has a mark of byte 06, while a "disabled" one has 04. You'll see that there should be 2 04 bytes in the whole file, both corresponding to "move location" and "create at location".
Second proof, When I first tested, I changed the bytes to 06 to enable them, which resulted in a placement error (one which I don't get now, and the marine, is of course, missing as well).
Either that or a 0x0 location is ignored in the creation, but from mapping experience it would result in 2 things: either the unit is created to a small offset from the original location (typically left I think since the grid placement starts from coords 0x0 meaning top left), either a placement error. And I got neither.
Which makes me believe it's hopeless (!@#$%^&*).
Still, I'll think of other possible methods. But I am curious about something. What if only UMS maps have locations ? What I mean is, what if the EXE dynamically creates locations ONLY if the game type is UMS ? That might explain why it doesn't work in Melee (I didn't test in UMS yet, but I THINK with a 35% probability of being right) that it will work... If it does, I will blame Blizz for yet another modding limitation
... yes yes, I know, not their fault... but after 8 years and all patches, I'd say we don't need a "n-th" version of LT (which gets released on every new patch that changes something fundamental in the game), but rather say, new triggers, new actions, new conditions, new orders and netorders (dat editing + mem patching), easier coordonation from techs and upgrades to orders so that we can implement things easier and maybe more unused units... the list can go on...
I mean I do appreciate 1.14 stopping 90% of the cheats and hacks, but after 8 years I actually expected more modding support, considering that WC 3 modders even get their own script that is as close to the internal workings of the game as possible which lets them change about ANYTHING in it. ATM I only have theories on how to replicate that script in StarCraft, but I need a lot of help in making it happen.*sigh*