Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by scwizard on 2005-08-01 at 14:19:27
QUOTE(DT_Battlekruser @ Jul 31 2005, 08:12 PM)
You can't.  Each string in string cats has a an ID based on where it is in the list in Arsenal III.  You can't actually edit the strings.[right][snapback]275364[/snapback][/right]
But stat_txt.tbl is loaded into the memory in some way, so if we can modify the section of the memroy that loads the arr folder, why can't we modify the section that loads the rez folder?
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-01 at 14:21:54
So there's no set formula? it's all randomness? doubtful, how did the other people get things to switch to what they wanted? all trial and error?
Report, edit, etc...Posted by hynk on 2005-08-01 at 14:26:25
stats_txt.tbl is loaded in a MPQ archive. Which is loaded by Starcraft.exe. There probably is away, but I don't think that there is a way to load your own GRP graphics.
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-01 at 14:26:39
I just made a script that repeatedly subtracted 1, and added 1 mineral, with a wait of 500... I learned that subtracting 3 will make my kerrigan appear as a ghost. woot.
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 14:36:49
QUOTE(SiKawticPaladin @ Aug 1 2005, 12:26 PM)
I just made a script that repeatedly subtracted 1, and added 1 mineral, with a wait of 500... I learned that subtracting 3 will make my kerrigan appear as a ghost. woot.
[right][snapback]275987[/snapback][/right]


of course, heres how it works:

the number u input there is the Flingy ID, where "Terran Sarah Kerrigan" is flingy ID #77, and Terran Ghost is flingy ID #74, 73 for example will be firebat, 75 is goliath base, etc.... (look in MemCalc under the 2nd menu's Flingy section to see the ID's for all of them...)
Report, edit, etc...Posted by Night on 2005-08-01 at 14:37:32
ok hold on... Hexedecimal, i know how to count in it but i want to make sure, cuz a friend told me that 0 in hex was 1 in Dec. I didnt think he was right so correct me if im wrong... In Decimal it would go... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16, and hex it would be 1 2 3 4 5 6 7 8 9 A B C D E F 10 ... right?
ADDITION:
I also have another question.. For the bytes thing there... is it 00 00 00 FF then if u add one itll be 00 00 01 00 ... ? or is it FF 00 00 00 -> 00 01 00 00 ...
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-01 at 14:39:31
QUOTE(DiscipleOfAdun @ Aug 1 2005, 10:38 AM)
You cannot edit Iscript or .TBL files with this, they are too far out of its range. To change unit wireframes, change unit id.  Good luck finding out which unit on the map it is though.  Color for an individual unit may be changed, and I know exactly where it is, but it is very hard to figure out the order that the sprites fill up in.  So, I have no idea what sprite the change will take place on.
[right][snapback]275893[/snapback][/right]

I can't seem to find that on memcalc... sad.gif

ADDITION:
QUOTE(yoni45 @ Aug 1 2005, 01:36 PM)
of course, heres how it works:

the number u input there is the Flingy ID, where "Terran Sarah Kerrigan" is flingy ID #77, and Terran Ghost is flingy ID #74, 73 for example will be firebat, 75 is goliath base, etc.... (look in MemCalc under the 2nd menu's Flingy section to see the ID's for all of them...)
[right][snapback]275992[/snapback][/right]

Oh, I thought he said to use the sprite ID in the flingy editor in arsenal III :S
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 14:42:08
QUOTE(DT_Battlekruser @ Aug 1 2005, 12:01 PM)
1.  Ground unit speed is in the move animation iscript.  Air unit speed is in its flingy.dat file.
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alright, now, are these editable? or perhaps at least replaceable?

ADDITION:
QUOTE(DarKnighT(FA) @ Aug 1 2005, 12:37 PM)
ok hold on... Hexedecimal, i know how to count in it but i want to make sure, cuz a friend told me that 0 in hex was 1 in Dec. I didnt think he was right so correct me if im wrong... In Decimal it would go... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16, and hex it would be 1 2 3 4 5 6 7 8 9 A B C D E F 10 ... right?
ADDITION:
I also have another question.. For the bytes thing there... is it 00 00 00 FF then if u add one itll be 00 00 01 00 ... ?
[right][snapback]275993[/snapback][/right]



yup, thats pretty much all correct... smile.gif
Report, edit, etc...Posted by Night on 2005-08-01 at 14:48:20
QUOTE(yoni45 @ Aug 1 2005, 12:42 PM)
alright, now, are these editable? or perhaps at least replaceable?

ADDITION:
yup, thats pretty much all correct...  smile.gif
[right][snapback]275999[/snapback][/right]

lol, wats the answer to my second question?
Report, edit, etc...Posted by Dr.Shotgun on 2005-08-01 at 14:55:59
Does the AI keep acting like a modded-out map is just normal SC. I.E if i make guardians unit carriers, will the AI use them as such or not?
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 14:58:53
QUOTE(DarKnighT(FA) @ Aug 1 2005, 12:48 PM)
lol, wats the answer to my second question?
[right][snapback]276005[/snapback][/right]


whoops sry,

well, lets see, doing a quick test with memcalc, we have this:

modify 1 byte value on 1st byte to be 255 ( XX 00 00 00 ):

you would need to set the value to 255

modify 1 byte value on 2nd byte to be 1 ( 00 XX 00 00):

you would need to set the value to 256

so from that it looks like the latter, FF 00 00 00 + 1 = 00 01 00 00 (or ideally it should be 00 10 00 00, but that could make it look like its 10 as opposed to 1 and yeah, this can get a bit confusing ... )
Report, edit, etc...Posted by Oo.Mo0.oO on 2005-08-01 at 15:08:14
This is the original Actions.lst

Action SetDeaths(Player Player, Modifier Modifier, Number Number, Unit Unit)
{
Action(0, 0, 0, 0, Player, Number, Unit, 45, Modifier, 20);

This is the one given to me.

Action SetDeaths(Player Player, Modifier Modifier, Number Number, Number Unit)
{
Action(0, 0, 0, 0, Player, Number, Unit, 45, Modifier, 20);

It still says I cannot type the value -29788, Parameter Alias not Found

Any help?

ADDITION:
QUOTE(Oo.Mo0.oO @ Aug 1 2005, 01:05 PM)
This is the original Actions.lst

Action SetDeaths(Player Player, Modifier Modifier, Number Number, Unit Unit)
{
Action(0, 0, 0, 0, Player, Number, Unit, 45, Modifier, 20);

This is the one given to me.

Action SetDeaths(Player Player, Modifier Modifier, Number Number, Number Unit)
{
Action(0, 0, 0, 0, Player, Number, Unit, 45, Modifier, 20);

It still says I cannot type the value -29788, Parameter Alias not Found

Any help?
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I fixed it myself, forget it.
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 15:11:01
hah nice, what was wrong with it?
Report, edit, etc...Posted by Clan_D on 2005-08-01 at 16:02:04
How do you make a bc to have faster attack,faster speed and how do you modify the bc so it can shot 5 yamato guns at one time confused.gif and o yeah excellent reseach on using triggers to modify and you must be the smartest person on the whole world,(oops forgot to mention DeathKnight)
Report, edit, etc...Posted by Ninebreaker on 2005-08-01 at 16:03:37
I'm pretty sure you can't... you can make is shoot ONE yamato but not 5....
Report, edit, etc...Posted by Clan_D on 2005-08-01 at 16:11:28
o,but can you tell me in triggers how do you make a bc with faster attack and faster speed and probably make it perment cloaked?
Report, edit, etc...Posted by blizter on 2005-08-01 at 16:13:08
We still dont know how to change a unit speed. The speed goes with the graphic of the unit.
Report, edit, etc...Posted by Clan_D on 2005-08-01 at 16:15:48
o man,but can you answer my other questions and lol maybe help me make a map for this i'll also add DeathKnight in credits and also sen lol
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 16:21:06
QUOTE(blizter @ Aug 1 2005, 02:13 PM)
We still dont know how to change a unit speed. The speed goes with the graphic of the unit.
[right][snapback]276063[/snapback][/right]



thats true, the rest u can figure out quite easily using memCalc u know...

BC ground attack rate:

SetDeaths(P8 , Subtract , 16777216 , -29328 );

each time the trigger is run, the cooldown is lowered by 1, u probably need to run it a few times to get it noticeable...

and wow, that sucks but the BC's Air attack rate is modified by P9's death counters... in other words, u cant change it...

the yamato gun u cant make it fire more often than it is..., unless u make it the standard attack...
Report, edit, etc...Posted by blizter on 2005-08-01 at 16:27:00
THIS POST = SPAM but ...

MY FIRST MAPS are on the front page of sen w00t smile.gif (1st and 2nd)

Btw i tryed to do a rine with permanent cloak and it didnt work sad.gif

ADDITION :

I used MEMCALC BETA v4 so i dont know if its because MemCalc isnt yet configured
Report, edit, etc...Posted by Clan_D on 2005-08-01 at 16:38:58
How do you use memcalc I know where it is but i don't really know how to use it so I just need help of how to use memcalc because i don't know how to use it lol
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-01 at 16:42:50
QUOTE(DarKnighT(FA) @ Aug 1 2005, 11:37 AM)
ok hold on... Hexedecimal, i know how to count in it but i want to make sure, cuz a friend told me that 0 in hex was 1 in Dec. I didnt think he was right so correct me if im wrong... In Decimal it would go... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16, and hex it would be 1 2 3 4 5 6 7 8 9 A B C D E F 10 ... right?
ADDITION:
I also have another question.. For the bytes thing there... is it 00 00 00 FF then if u add one itll be 00 00 01 00 ... ? or is it FF 00 00 00 -> 00 01 00 00 ...
[right][snapback]275993[/snapback][/right]


1. Correct

2. death counter value of 255 looks like:

FF 00 00 00

and adding 1 gives

00 01 00 00


QUOTE(Clan_D @ Aug 1 2005, 01:02 PM)
How do you make a bc to have faster attack,faster speed and how do you modify the bc so it can shot 5 yamato guns at one time  confused.gif and o yeah excellent reseach on using triggers to modify and you must be the smartest person on the whole world,(oops forgot to mention DeathKnight)
[right][snapback]276053[/snapback][/right]


You can't edit the iscript. Howeverm change "ATS Laser Battery" cooldown to change BC attack speed.

QUOTE(blizter @ Aug 1 2005, 01:13 PM)
We still dont know how to change a unit speed. The speed goes with the graphic of the unit.
[right][snapback]276063[/snapback][/right]


Air unit speed is in flingy.dat. Ground unit speed can't be changed.

MemCalc 4.0[BETA] only works to modify Marines, Ghosts, and Vultures as of present. Rexy came to me begging for something to do so shes making the data list for the other units.

QUOTE
How do you use memcalc I know where it is but i don't really know how to use it so I just need help of how to use memcalc because i don't know how to use it lol


Use Beginner mode and input what you want to change, and which object you wish to change. This tutorial also helps:

http://www.staredit.net/index.php?tutorial=240
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-01 at 16:55:50
And how do I switch wireframes and unit sounds???

I'm growing tired of acting like an annoyance... please just answer me. Pwetty pweeze.
Report, edit, etc...Posted by Clan_D on 2005-08-01 at 16:57:00
I'm not trying to be a cheater or anything but is it possible to enable cheats like black sheep wall on a certain map and make them work online and make it for a certain player? confused.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-01 at 16:58:57
No.
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