omg this is a starcraft revolution!, yet i have know idea how to do anything youve said ;( please teach me
QUOTE(DiscipleOfAdun @ Jul 28 2005, 01:05 PM)
Arggg....
There must be a way around it. There must be.
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There probably is. I just need to find out the address of a marine! I DONT KNOW WHY IM HAVING SUCH A HARD TIME! its pissing me off...
So with all this, we can make a high templar wit hall these attacks... i smell a rpg Mage Boss

Yes. Ask Moocow though because i'm still trying to figure out the other units.
EDIT:
Im sorta getting to know how to change every other unit, although I'm not quite sure. As you change the death count to a higher and higher value it gives weapons to more and more units. But, it only changes other units (other than marines) to have gause rifflies, so far. Ima keep testing.
EDIT 2:
Okay, I just made it so something other than a marine didn't have a gause riffle as a new weapon. A vulture had nuetron flare

It crash when I tried to attack though. So I'm certain now that its like DK and DTBK Legacy always explain:
00 00 00 00
When I go to 01 it gives that value of weapon to marine which is also 00 and then it gives a gause riffle to ghost because a ghost is also 01? I am completely unsure as how to explain it, mostly because I dont fully understand it, Lol. Maybe someone smart can explain it for you guys.
Ok i tried to make a tank that could load units, but it didn't work, here's what i did
1. placed the tank
2. Trigger: SetDeaths(P9, SetTo, 3, -29689);
3. Tested, didn't work
Did i do it wrong?
omg.....im still so confused i get how do use the trigger in SF but i dont know what numbers are ID and were to get them....also the first post by DK i dont get how to use it with the trigg the setdeaths one whenever i use it with that it says overload runetime error 6 and um were and how do you find numbers that make the nukes move and make units spawn units? plz tell e what its in...and how to open the file with ID and stuff that mods
QUOTE(Ninebreaker123 @ Jul 28 2005, 01:34 PM)
Ok i tried to make a tank that could load units, but it didn't work, here's what i did
1. placed the tank
2. Trigger: SetDeaths(P9, SetTo, 3, -29689);
3. Tested, didn't work
Did i do it wrong?
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Yes. The deaths is suppose to equal the unit ID. Unit 3 is a goliath. You cant load anything into goliaths. Make the deaths equal to the unit ID of a dropship which is "11".
Also, the whole trigger is wrong, Lol.
SetDeaths(P3, SetTo, 11, 14413);
That will make the tank upload units.
is it always player 3?....
QUOTE
To achieve this offset, use Unit ID -29689 with player 9 on byte no 1
That's what i got with the memory searcher thing.... so i thought it would be with p9...
EDIT: also why is ur unit id diff then mine

I know why the marine looked like it still has a gause rifle. Its part of its animation, not the weapon. The explosion on the unit should be the new weapon, or if it flies to the unit, you should see it. This is an Iscript problem that we can't fix this way.
Anyway, more research revealed. A while back, I posted on the unit structure. That is where individual data for each unit is kept. There are 1700 different entries, and those who make maps that fill this limit recognize that number. This data section spans from 5bc678 to 644760, with each unit taking up 148h space. To get the right unit, you have to keep track of what unit is placed when. The first unit you place on your map starts at 5bc678. The next is at 644760. The third is at 644618. And so on by subtracting 148 from the previous unit. Using my other list, you can find the info to edit stuff. There are some quirks though. Start Locations and Map Revealers do not take up a unit slot. If you place a unit with a subunit, that subunit is in the next entry. So, if I placed a goliath, a vulture, then a dropship, the memory would go like this
5bc678 - Goliath Base
BLANK ENTRIES
6444d0 - Dropship
644618 - Vulture
644760 - Goliath Turret
Hopefully, this helps when trying to edit specific unit properties.
EDIT
To find ID's, open up an Arsenal Zero format file. They are all listed there.
Nine:
No not with all, all the units dont have the same effects... i tried giving a sunken missles from the missle trap but it only fired once in the beginning of the game where on the other hand a marine can rapid fire,i even sped up the cooldown time and it worked. Alot of spells crash, almost all units can cloak combining with a ghost.
dark:
in sf delete the unit currently being effected by the changes, then place the new unit you want to be effected, then you can place back the old unit if you want, now that unit is being effected, that how I do it... the only thing i notice is that the unit being effected always has the first 2 unknowns of 140 224, i dont know if that matters because if you change it it does nothing. For example I delete the marine that was being combine with a ghost to receive the cloaking ability and I placed a SCV then I placed a marine. in the triggers I just had
SetDeaths(P3, SetTo, 100, 14413);
SetDeaths(P3, SetTo, 100, 14414);
the 14414 put the spells/abilities on the rine... and they dont seem to appear without changing the frame as well so the 14413 changed that. the 100 is the unit ID for the hero ghost. i dunno if im correct on all this but it sure works for me, ive been messing around alot with the abilities and attacking and stuff... im having trouble changing weapons efficiently... someone posted a Test.scx that had a wraith with multiple attacks, that seems to not work for me.
Dark,
How'd u get the 14413, the memory searcher is misleading me, if that's what ur supposed to input...
Wow, you coudl do a damn good D&D RPG with this.
Use switches to simulate dice, then use those calcs to set HP max and Attack
And when your character gets a new weapon, instead of adding a unit, you can chage the default unit weapon.
Whan you "buy" armor, just adjust armor for your unit....
It would be nice if you could change unist idividually, but this could be gotten around by, say using the 5 different ghosts.
And if you find a way to change unit sprites, you could even have a male(Regular ghost sprite)/female(kerrigan sprite) option.. That woauld be mostly just ascetic, but damn cool.
Damn, this is going to make all teh effort i put into my unit/death counter weapons system for EVA obsolete........... T_T
Hey, is there any way this can be used to change player color in game? cuz that would be pretty useful for EVA.
Ahh, you reminded of the other area of data. The Gfx table. Thats where color is. I'll look into it.
QUOTE(Ninebreaker123 @ Jul 28 2005, 01:59 PM)
Dark,
How'd u get the 14413, the memory searcher is misleading me, if that's what ur supposed to input...
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I actually dont know why theres that number. I used one of krazydrunkking's maps and just modified it. I dont know why it works, it jut does

I dont know why you're using a mem searcher anyways. You dont need one really, plus they are extemely annoying and complicated... maybe not complicated, not at all, but very annoying...
Sigh...
NOTE TO SELF: Must get some1 to clearly explain the memsearcher how to use it, and how to know what to put...
QUOTE
Okay, I just made it so something other than a marine didn't have a gause riffle as a new weapon. A vulture had nuetron flare tongue.gif It crash when I tried to attack though. So I'm certain now that its like DK and DTBK Legacy always explain:
00 00 00 00
When I go to 01 it gives that value of weapon to marine which is also 00 and then it gives a gause riffle to ghost because a ghost is also 01? I am completely unsure as how to explain it, mostly because I dont fully understand it, Lol. Maybe someone smart can explain it for you guys.
You can't edit deaths for players 9-12. The beginning of the ground weapon offset is
QUOTE
To achieve this offset, use Unit ID -29573 with player 11 on byte no 1
Not sure what you did.
UED said something about player numbers wrapping, so maybe P35 is the same as P11?
*DT_Battlekruser goes off to test.
Yeah, as stated before, the gauss rifle fire is part of the marine's animation for attacking.Well, we've pretty much figure out most of the stuff that you'd find with a mem searcher. The stuff we don't have is stuff that changes from game to game in sc. Mem searching isn't really going to help.
On the sprite table. Don't exactly know how it works. Doodads and weapon sprites cause problems this way. So, I can't find a pattern to safely modify it yet. Unless there was a do loop method of scanning.
QUOTE(Blu @ Jul 28 2005, 11:36 AM)
Hey Krazy, wondering if u can make these kinda units:
SCV that builds PROTOSS units
Ling With Stim

Zealot with High Templar Abilities
oh and, u cant have more than one custom unit in a game (unlesss someone else knows how)
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Done.
High Zealot
Zergling with Stim Pack
Probert the Probe (Should be Bob)
[attachmentid=12232]
Do deathcounts give us enough range within the memory to modify the current hp of individual units currently existing?
I was playing around with what was listed as missle sprite (-29325 / P1) on dks list and something odd happened... whatever unit that was attacked took no damage but rather pooped a sprite out... my trigger was:
SetDeaths(P1, SetTo, 5, -29325)
5 became the drone sprite
ive tried using other numbers besides 5 thus my units have pooped broods, obs, eggs.. anything you can think of.
P.S SEN HAS TO STOP GOING DOWN WHILE IM TYPING REPLYS RAWRRRRRRRR
Well, just wanted to point out that this would be lame if theres no way to tell what does what, besides sheilding...
All these number make my head hurt. can somebody give me a sample trigger on how to make a unit (raynor for example)have shield ty rrrgggggh my brain i need a tylenol or 12
QUOTE
ive tried using other numbers besides 5 thus my units have pooped broods, obs, eggs.. anything you can think of.
Missile Type 0 is the Zerg Scourge. With an AppearOnTarget() unit, it will spawn zerg scourges when the weapon missile ID is 0.Another question, in stead of having the weapons cycle thru as seen on the wraith, is it possible to keep just one wepon on it, like the interceptor's (since its the best

)
EDIT: Again another question, when i did the Droptank (loading tank) only one of my tanks was affected, why?
Yeah, you can keep the interceptors just like on my map "KrAzY_Glitch.scx".
ADDITION:
QUOTE(Ninebreaker123 @ Jul 28 2005, 05:08 PM)
EDIT2: Again another question, when i did the Droptank (loading tank) only one of my tanks was affected, why?
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I made that

. Because it's affected by how north western the unit it is, it's still possible to make more tanks uploadable.