Finally, I can post.
QUOTE(m.r.bob @ Aug 1 2005, 12:19 PM)
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?
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For the I don't know how many time, Iscript and all TBL files are outside the memory range of death counters. Their address is way up there.
QUOTE(Dr.Sh0tgun @ Aug 1 2005, 12:55 PM)
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?
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I would have gotten to this sooner. Yes, it will take advantage of everything, but the right variables have to be set. Like the AI actions in Units.dat.
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.
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As said before, unit speed is either Flingy or Iscript. Iscript deal with units that walk. Flingy is flying and hovering units. Changes are only applied after the triggers, because units already have their own individual speed when created in their unit structure.
QUOTE(DT_Battlekruser @ Aug 1 2005, 03:40 PM)
Units don't have memory offsets.
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What about individual units? They each have their own data.
QUOTE(R(a)GeD(F) @ Aug 2 2005, 05:46 AM)
see this modding is now screwdÂ

this even has things that modding dosnt
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IScript, .Tbl files, .Bin layouts, .Pcx files, .Grp graphics, Button Sets, Unit/Upgrade/TechResearch/TechUse Requirements. I rest my modding case. And I do know what this can do other that most modding(not hex editing the exe, that can do almost anything, well anything this can and more).
2 posts back, those are death counters for the units, not offsets that contain major data about that unit. Overall unit properties are in units.dat. Individual are in the unit structure.