Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by Subrosian on 2005-07-28 at 20:19:28
QUOTE(Deathknight @ Jul 28 2005, 12:30 PM)
For those with the crashing SF, I posted this on like, page 4 or something...
Attached File Data.zip ( 1.9k ) Number of downloads: 99


Put those in your Starforge data folder.

p13-28 are reserved in triggers.
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Still doesn't work for me...

I replaced the actions.lst/conditions.lst files that were from your old attachment with these ones and it still says:
Run-time error '35601':
Element not found

when I open a edit: the TRIGGERS of a map with extended triggers.

I know that I put the files in the right place because the date modified is the same in the zip file and Starforge\data.
Report, edit, etc...Posted by Ninebreaker on 2005-07-28 at 20:35:57
All i want to know about this is what to put in the death slot and what to put in the unit slot for the triggering in SF and how to calculate it, since the memory searcher does help at all...
Report, edit, etc...Posted by Urmom(U) on 2005-07-28 at 21:26:26
that tutorial doesnt help at all. well at least people like me who dont know coding which is like 80% of the site. could somebody just give me the simple trigger of giving goliaths shields?
Report, edit, etc...Posted by i-beat-u on 2005-07-28 at 21:39:59
QUOTE(urmom @ Jul 28 2005, 07:26 PM)
that tutorial doesnt help at all.  well at least people like me who dont know coding which is like 80% of the site.  could somebody just give me the simple trigger of giving goliaths shields?
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ya urmom said you guys are making us feel dumb... if somebody would make a simiple list of how to give terran/zerg ground units shield we would all be so thankful helpsmilie.gif

EDIT : OMG i just had a great idea, have raynor w/ shields for a halo2 map!!! he could have shields like masterchief! w00t.gif
Report, edit, etc...Posted by UED77 on 2005-07-28 at 21:40:54
There is no coding involved whatsoever. All you have to do is:
  • Find the offset of the desired effect in the table
  • Enter the offset into DT's Script to convert it to a trigger action
  • Create the trigger action
EDIT: Here's a post that shows triggers for setting the shields of the first few units. You have to realize that the techniques recur in a pattern.
Unit IDs can be found at: http://www.campaigncreations.org/starcraft...chkformat.shtml

Scroll down to Appendix A.


UED77
Report, edit, etc...Posted by fritfrat(U) on 2005-07-28 at 21:53:16
This stuff reminds me of StarGraft. Anyone else remember that? When StarDraft and Emerald editors were around? It was on camelot systems, allowing you to make little mods for yourself.

And ya, I never post here, but oh well. Felt like I may as well add my 2 cents.
Report, edit, etc...Posted by 8882 on 2005-07-28 at 22:04:39
what happens when one tries to repair a broken unit with shields?
Report, edit, etc...Posted by Ninebreaker on 2005-07-28 at 22:11:24
QUOTE
There is no coding involved whatsoever. All you have to do is:
Find the offset of the desired effect in the table
Enter the offset into DT's Script to convert it to a trigger action
Create the trigger action


Uhh, i tried that for loading units into a tank, i didnt get the deaths part but now i do, i tried using the correct deaths but the number the calculater gave me still ended up not working... that is if i did it right...

EDIT:

Heres what i did:
1. I input Transport Space – 6b79e4
2. I put the player number in 'p9'
3. I put the number i got from memsearch into the unit slot in SF triggers
4. Tested. Didn't work.
5. Then i used krazy's trigger, which didn't look like it had any relation to what the memsearcher gave me, and it worked...
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-07-28 at 22:15:06
QUOTE(krazydrunkking @ Jul 28 2005, 07:18 PM)
Yeah, you can keep the interceptors just like on my map "KrAzY_Glitch.scx".

ADDITION:
I made that happy.gif. Because it's affected by how north western the unit it is, it's still possible to make more tanks uploadable.
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Its not affected by how north western the unit is if i know what ur talking about, because in my maps i have every unit in the game all in the top left, yet i make it so that the unit being effected is one near the middle where the action is. sorry if thats not what ur talking about i didnt look at ur map.
Report, edit, etc...Posted by l)ark_13 on 2005-07-28 at 22:26:53
QUOTE(Ninebreaker123 @ Jul 28 2005, 07:11 PM)
Uhh, i tried that for loading units into a tank, i didnt get the deaths part but now i do, i tried using the correct deaths but the number the calculater gave me still ended up not working... that is if i did it right...

EDIT: 

Heres what i did:
1. I input Transport Space – 6b79e4
2. I put the player number in 'p9'
3. I put the number i got from memsearch into the unit slot in SF triggers
4. Tested.  Didn't work.
5. Then i used krazy's trigger, which didn't look like it had any relation to what the memsearcher gave me, and it worked...
[right][snapback]273035[/snapback][/right]


PEOPLE! TRIGGERS FOR PLAYER 9-12 DO NOT WORK!
Report, edit, etc...Posted by Ghost.X on 2005-07-28 at 22:34:09
whoa....i dont get it. can someone simplify it for me?
Report, edit, etc...Posted by Carlsagan43 on 2005-07-28 at 22:39:25
QUOTE
Do deathcounts give us enough range within the memory to modify the current hp of individual units currently existing?


no, SC prevents that. I have tried myself.


QUOTE
PEOPLE! TRIGGERS FOR PLAYER 9-12 DO NOT WORK!



Thats right, but Those values can be accessed. since every player you move foward, p1, p2, you move four bytes over. Every Unit ID you move foward, you move foward 48 bytes. So, if you have:

Unit ID=12345 and Player 7 12345*48 + 7*4 = 592588

It would be the same (in Theory) as:

Unit ID=12344 and PLayer 19 12343*48 + 19*4 = 592588

But, You cant access players 9 - 28, so you do it once more:

Unit ID=12343 and PLayer 31. 12343*48 + 31*4 = 592588





It should work the same way for player 9, 10, 11 and 12:


Unit ID=12345 and PLayer 9 12345*48 + 9*4 = 592596


Becomes:

Unit ID=12345 and PLayer 33 12343*48 + 33*4 = 592596
Report, edit, etc...Posted by Ninebreaker on 2005-07-28 at 22:39:34
QUOTE
PEOPLE! TRIGGERS FOR PLAYER 9-12 DO NOT WORK!


Well, if its player 9, do i auto switch it to p3??

BTW even when i changed to player 3 it didn't work.
Report, edit, etc...Posted by Carlsagan43 on 2005-07-28 at 22:57:48
Did you even look at my post?
Report, edit, etc...Posted by Ninebreaker on 2005-07-28 at 23:05:00
OH ok i remember it now....
EDIT: One more thing, why didn't the number i got from memsearcher not work?? Is it useless then?

EDIT2: This topic has died down.... ALOT
2 users: 1 member 1 guest...

EDIT3: Carlsagan How did you figure out how to do all that on ur 'test' map blink.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-29 at 00:18:14
QUOTE
I replaced the actions.lst/conditions.lst files that were from your old attachment with these ones and it still says:
Run-time error '35601':
Element not found
when I open a edit: the TRIGGERS of a map with extended triggers.


DK's map can't be loaded because he hexed the trigger to have the overflow value of 35000 something.

Yes, Players 9-12 need to wrap. I'll add that to the calculator when I get a chance.
Report, edit, etc...Posted by Subrosian on 2005-07-29 at 00:47:30
I also tried out the command you showed as an example on Page 12 and it still doesn't work.

SetDeaths(P2,Setto,3,-29587);

What it says is:
-29587
Parameter alias not recognized.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-29 at 00:51:21
Found a little thing ghost attack shows 0 but accualy 10. Also Rapid Fire for the fun of it.
Report, edit, etc...Posted by KrAzY on 2005-07-29 at 00:54:13
QUOTE(Ninebreaker123 @ Jul 28 2005, 07:11 PM)
5. Then i used krazy's trigger, which didn't look like it had any relation to what the memsearcher gave me, and it worked...
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ROFL, that's funny.
Report, edit, etc...Posted by Ninebreaker on 2005-07-29 at 01:05:44
I tried looking for a way to put interceptor attk on a shuttle, but it didn;'t work then i tried lookin the the text file about 5 pages ago for the weapon data and its not in there, then i wondered how 'am i supposed to know what amount of deaths make it have interceptor attk' and thats when i gave up on all of this.

Can any1 post what the trigger would look like so i can see what i did wrong?

Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-07-29 at 01:14:32
nine sadly you said.... "how am i supposed to know what amount of deaths make it have interceptor attk"... that was kind of the WHOLE point of DTBK's calculator... It's pretty simple really its like 3 steps...
1) Get the address you want from DK's list
2) Put that address in DTBK's calculator
3) Use that data to make a trigger...

Oh and take a look at this its kind of dumb but oh well... everything that gets shot poops a sprite... I did it by accident, it stops after you hit the sprite limit so make sure you shoot alot of things, and not alot of times.
Report, edit, etc...Posted by KrAzY on 2005-07-29 at 01:17:11
There we go, even when I know what you guys are talking about when I don't have the calculator sad.gif
Report, edit, etc...Posted by Ninebreaker on 2005-07-29 at 01:17:54
I must have checked that list 54 times for the attacks of units.... it doesn't say anything about interceptor or gauss rifle or any of that crap

EDIT: Stop putting me down just because i don't understand or can't find things normally i'd figure this kind of thing out right away pinch.gif

helpsmilie.gif is needed pinch.gif
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-07-29 at 01:18:39
QUOTE(DT_Battlekruser @ Jul 28 2005, 11:18 PM)
DK's map can't be loaded because he hexed the trigger to have the overflow value of 35000 something.

Yes, Players 9-12 need to wrap.  I'll add that to the calculator when I get a chance.

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I could open the map just fine.. ?? I got that error msg before i put in the new files but afterwards it worked.

and please do add that to the calculator, hehe im so lazy happy.gif thanks.
Report, edit, etc...Posted by MapUnprotector on 2005-07-29 at 02:05:17
Okay since Mooo isn't responding on bnet I'll just ask a few simple yes/no questions to help me understand a little bit about what I don't quite understand yet.

Would a specific unit have the same address if it were in the same slot each time?

Basically I don't quite understand the relationship between the address and the slot, and what exactly the address is.

Are there different addresses for every unit in every slot possible?
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