Is it possible to make a Goliath with a Tank Turret?
A Tank with a Goliath Turret is possible...but the otherway crashes when i try it :\
Well, this is all wonderful. When I can't use my computer, the largest discovery in the history of StarCraft is made.
One that makes both my modding and mapping skills obsolete...
*sigh*
Oh well, by the time I can use my computer, there should be a couple maps with this stuff out. There had better be...
I second that notion. Half the reason I mapped on SC was that I didn't have to know how to code in order to compete, and this is what I get, lol. Could somebody create a tutorial for people like me that know absolutely nothing about "00 00 00 00 82d8349283 e2x9248" stuff? It would be greatly appreciated by thousands of people and would jumpstart the coming change in StarCraft map making.
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Well, this is all wonderful. When I can't use my computer, the largest discovery in the history of StarCraft is made.
At least your not on a mac.

Heh, I did make a simple map using EUD's.
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I second that notion. Half the reason I mapped on SC was that I didn't have to know how to code in order to compete, and this is what I get, lol. Could somebody create a tutorial for people like me that know absolutely nothing about "00 00 00 00 82d8349283 e2x9248" stuff? It would be greatly appreciated by thousands of people and would jumpstart the coming change in StarCraft map making.
Theres this tutorial: http://www.staredit.net/index.php?tutorial=240 and MemCalc 4.0 is for noobs 
QUOTE(Psi @ Aug 2 2005, 06:13 PM)
I second that notion. Half the reason I mapped on SC was that I didn't have to know how to code in order to compete, and this is what I get, lol. Could somebody create a tutorial for people like me that know absolutely nothing about "00 00 00 00 82d8349283 e2x9248" stuff? It would be greatly appreciated by thousands of people and would jumpstart the coming change in StarCraft map making.
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When Legacy's editor comes out it will be easy to trigger with these.
For now you could use memcalc, though I'm not too experienced with using it.
hey, could somebody teach me over PM's how to achieve the offset thing? like in the tutorial thing it sais that it has to be 00 01 00 00 to achieve the offset for the ghost. but im not sure how to make it 01 so can somebody help me so i can do this stuff on my own?
QUOTE(Mr_Mooo_Cow(U) @ Jul 29 2005, 06:57 PM)
i think ive posted about that lockdown thing before, most abilties used as attacks are restricted by limits like what type of unit they attack. I've played around alot with switching weapons trying to perfect it, I juts found a pattern to how they effect what unit, im building a list. ill post it once its finished so far i know this(thanks pimp for hinting to change players)
P1 = Wraith
P2 = Battle Cruiser
P3 = Sarah Kerrigan
P4 = Jim Raynor
P5 = Tank Turret (Tank Mode / Not Usable)
P6 =Hyperion Battle Cruister
P7 = Firebat
P8 = Egg
P9 = ??
P10 = ??
P11 = ??
P12 = ??
P13 = ??
P14 = ??
P29 =
* I didnt test all of these im going with my patter but i got lost at 29 lol... *
the pattern goes like this, for every player you move up the unit ID goes up by 4 which was already known, someone posted about going up by 48 and 4 or w/e... I have a feeling its gonna get wierd once i get to P9 +. ill keep updating this list, and remember get weapon ID's from Arsenel III.
by the way ive done that broodling thing with kerrigan, lol its fun ill post the trig later i cant open up arsenel.
I THOUGHT OF A CRAZY idea. If you could possibly detect when a unit cloaks... you could make a stealth mode type thing. like this :
1) combine a ghost to a marine so that is has the cloaking ability ( and it will give the marine a C-10 Canister Rifle (sniper rifle)
2) add a trigger to detect when that marine cloaks and set actions to change its weapon to like Psi Blades or something
3) add another trigger to detect when you uncloak and reset the weapon to a C-10 Canister Rifle
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P# --- Unit ID
P29 = 156
P30 = 160
P31 = 164
P32 = 168
P33 = 172
P34 = 176
P35 = 180
P36 = 184
P37 = 188
P38 = 192
P39 = 196
P40 = 200
----------
P80 = 400
P160 = 800
P320 = 1600
etc.
Any ideas on how to get around P9-12?
I've been trying to teach myself how to use these modding triggers; I've got it figured out up until the point that I have my output trigger, for example "SetDeaths(P3,Add,15,-29421);".
The next part has been asked a few times, but I would like to ask on behalf of everybody in my position: StarForge doesn't allow these triggers to be pasted. HOW do we put these triggers into a map? Apparently DeathKnight has created .lst files that can be used to force these triggers into StarCraft? How does one finish the implementation (without Legacy's "coming editor")?
Has any1 tried skipping players 9-12, like go straight to player 13?
If you have the custom LST files, Starforge should allow you to paste the triggers in. It works perfectly for me so I don't know what your problem is.
QUOTE(DT_Battlekruser @ Aug 2 2005, 10:39 PM)
If you have the custom LST files, Starforge should allow you to paste the triggers in. It works perfectly for me so I don't know what your problem is.
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Uninstall every version of Starforge you have, download starforge plus 2.2, add the .lst files BEFORE you run it. Select the appropriate .lst files
Anyways...
I just proved the P8 being next P9 aka: [COLOR=red]00 00 00 00[COLOR=orange] 00 00 00 00
Red being player 8, and Orange being player 9.
I divided a numeric value down to 80 triggers adding each time, forcing it to overflow, and it didn't change the attack...
SetDeaths(P8, SetTo, 0, -29572);
SetDeaths(P8, Add, 858993459, -29572); x81
Which should have made the broodlings attack = Gauss Rifle, in which it didn't.
Out of curiosity, can a unit's weapon change independant of other players?
As in, Player 1's Marines fire Bust Lasers, while Player 2-4's fire Phase Disruptions, and 5-8's fire Fragmentation Grenades.
No, they affect all units of that type. Unless I'm totally wrong

Damn. It'd be cool if it could do otherwise.
Oh well, you can still use triggers to replace units with others.
Whats the reference to change unit graphics.
Like have a ghost, but wireframe of a civ and the graphic of the civ on the map.
You can't do that. Unit wireframe is loaded by Unit ID, you can't change it.
I'd say give the Civilian a C-10 Canister Rifle, but that crashes for lack of an Iscript animation.
No, im talking about onscreen display. I previously played a map where a guardian had the unit graphic of a vespene tank.
Why won't my marine fire his brand spankin' new ATA laser battery at aircraft?
QUOTE(EzDay281 @ Aug 3 2005, 12:32 AM)
Out of curiosity, can a unit's weapon change independant of other players?
As in, Player 1's Marines fire Bust Lasers, while Player 2-4's fire Phase Disruptions, and 5-8's fire Fragmentation Grenades.
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no, but what you CAN do is have different SPRITES (flingys) for the same unit, and different players.
Sprite images change only when the unit is created. Changing Weapons updates instantly.
So that means you can change flingy Marine--> ghost, create a marine using a trigger (or w/ Barracks),
then change flingy Marine -> firebat, and create another marine.
This will give you 2 marines. One that acts like a ghost, the other like a firebat. . . .
Careful with the flingy conversions.. a marine trying to shoot fire like a firebat will probly crash youQUOTE(Psi @ Aug 2 2005, 11:16 PM)
Why won't my marine fire his brand spankin' new ATA laser battery at aircraft?
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The Marine uses his Ground Weapon to attack both ground and air. Dunno why, but that's your problem.QUOTE
no, but what you CAN do is have different SPRITES (flingys) for the same unit, and different players.
...
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Oh well, you can still use triggers to replace units with others.
Apparently, I already knew that.
I'm making a map to reference all the attacks from a wraith.
It works up to parasite(In order of deaths, using only unique attacks, no heros) (I havent tested in a bit, but it should work. MC a unit (or the unit by the building) to get the attack of it.
Edit: It's flawed at the zerg units =\ Ah well...