Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by I-X-King-X-I on 2005-08-03 at 08:57:10
um when i was trying to change some a marines attack to a ghost attack it wouldnt work, but i used the trigg the mem calc gave me

the only thing that works is the sheilds for marines, everything else just aint working

helpsmilie.gif

edit - nvm i got it to work sry
Report, edit, etc...Posted by glytchur on 2005-08-03 at 10:23:44
QUOTE(Rantent @ Aug 2 2005, 05:14 PM)
At least your not on a mac. disgust.gif
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yur not always on a mac, think how warhamma feels, he has a mac, and thats all he has...
Report, edit, etc...Posted by hynk on 2005-08-03 at 10:25:58
Whats so good about Mac anyways?
Report, edit, etc...Posted by XxXFaNtA on 2005-08-03 at 10:32:21
Ah...These Triggers are crashing my ICQ 5.0 ranting.gif
Report, edit, etc...Posted by Kow on 2005-08-03 at 12:52:25
I have a question. In the Memory Calculator 'Advanced Mode', what's the third input used for? (Object Id)

Is it the unit ID? If so, where can I get it?

And I understand how the 'Convert to StarForge Trigger Format' form works, but how do you get the number of deaths you modify? I keep getting:

ERROR: Can't add a value longer than the value length.

I'm changing the ground attack on a Zling to Flamethrower.

PS: I know the deaths are wrong. Its just what I had in there.
Report, edit, etc...Posted by Psi on 2005-08-03 at 13:17:08
QUOTE(DT_Battlekruser @ Aug 3 2005, 03:36 AM)
The Marine uses his Ground Weapon to attack both ground and air.  Dunno why, but that's your problem.
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That's too bad, because apparently Marine ground attack is a P9-12 byte. Is there any way to change the Marine ground weapon?
Report, edit, etc...Posted by Urmom(U) on 2005-08-03 at 13:32:16
QUOTE(urmom @ Aug 2 2005, 09:51 PM)
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?
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so nobody can help me with the offsets thing? i need to learn this in order to use the memcalc
Report, edit, etc...Posted by Kow on 2005-08-03 at 13:51:40
QUOTE(Psi @ Aug 3 2005, 01:17 PM)
That's too bad, because apparently Marine ground attack is a P9-12 byte.  Is there any way to change the Marine ground weapon?
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I saw a slight reference to it by dk. Let's see if I can fish up the archives on my bot.

I cant find in my archives, But I did download the map. Lemme search that xD

Edit: Nope. ermm.gif
Report, edit, etc...Posted by XxXFaNtA on 2005-08-03 at 14:07:23
@ Kow

I want to modify a 1 byte value starting on byte 2 of deaths of unit #-29572 for player 8, I want to Set this Value to 25 (Value was entered in Decimal)

25: To find the Flamethrower, you have to look in the right DropDownList under --Weapons--
Report, edit, etc...Posted by l)ark_13 on 2005-08-03 at 14:30:43
Ima ask one more question.
I want to make a unit permanently cloaked with the special flags, so I figure out the binary code should be 10000010 which is in byte three. So, I convert that to decimal and its 130. I then do this: 65536*130 = 8519680. I put this in my trigger and my unit is not cloaked. What did I do wrong?
Report, edit, etc...Posted by Demaris on 2005-08-03 at 15:46:19
I'm starting with these god triggers and i'm having a LOT of trouble in SF. I get the values from the MemCalc and i make the trigger but once i check back the trigger isnt there.
WTf?

Edit: i have the new files in the data folder w/ backups. I'm reinstalling SF to see if that helps/works.
Report, edit, etc...Posted by EzDay281 on 2005-08-03 at 16:03:59
QUOTE
I'm changing the ground attack on a Zling to Flamethrower.

I'd like to mention that setting a unit's weapon to Flamethrower won't make it actualy shoot out a flame.
First, because Zerglings don't even have an "attack with weapon" or "attack with 1" script in their animation. As for second, I'm not completely sure about it, but in my testing it's true, but I won't open my mouth and be made to look like an idiot when it turns out I'm wrong. tongue.gif
Report, edit, etc...Posted by XxXFaNtA on 2005-08-03 at 16:04:05
Be sure to make a mark for which Player these Triggers are :>

Edit:
Some Questions:
How to:
• Move Sprites
• Change unit names(make them move while having the unit selected--flashyO_O).
• Enable/Disable cheat codes in multiplayer.

confused.gif helpsmilie.gif


Thx :>
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-03 at 16:33:44
QUOTE(Kow @ Aug 3 2005, 09:52 AM)
I have a question. In the Memory Calculator 'Advanced Mode', what's the third input used for? (Object Id)

Is it the unit ID? If so, where can I get it?

And I understand how the 'Convert to StarForge Trigger Format' form works, but how do you get the number of deaths you modify? I keep getting:

ERROR: Can't add a value longer than the value length.

I'm changing the ground attack on a Zling to Flamethrower.

PS: I know the deaths are wrong. Its just what I had in there.
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Object ID is what it says. If youre editing a unit property offset, it's the unit id. if you're editing a weapon property offset, it's the weapon id. All these can be found from the second dropdown box in easy mode.

For get SF triggers, you need to input what you want to change just that byte to, not the whole thing. Type 19 for the value, not 00190000.


QUOTE(l)ark_13 @ Aug 3 2005, 11:30 AM)
Ima ask one more question.
I want to make a unit permanently cloaked with the special flags, so I figure out the binary code should be 10000010 which is in byte three.  So, I convert that to decimal and its 130.  I then do this:  65536*130 = 8519680.  I put this in my trigger and my unit is not cloaked.  What did I do wrong?
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How'd you get that? Special Ability flags is a 4-byte (32 bit) value. Permanent Cloak is on bit 23.

QUOTE(Demaris @ Aug 3 2005, 12:46 PM)
I'm starting with these god triggers and i'm having a LOT of trouble in SF. I get the values from the MemCalc and i make the trigger but once i check back the trigger isnt there.
WTf?

Edit: i have the new files in the data folder w/ backups. I'm reinstalling SF to see if that helps/works.
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-Is a player checked to own the triggers?
-Do you lines end in semicolons ( ; )?

QUOTE(EzDay281 @ Aug 3 2005, 01:03 PM)
I'd like to mention that setting a unit's weapon to Flamethrower won't make it actualy shoot out a flame.
First, because Zerglings don't even have an "attack with weapon" or "attack with 1" script in their animation. As for second, I'm not completely sure about it, but in my testing it's true, but I won't open my mouth and be made to look like an idiot when it turns out I'm wrong. tongue.gif
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Yes, the "fire" is part of the firebat GRP, not the weapon anim sprite.
Report, edit, etc...Posted by Psi on 2005-08-03 at 16:37:47
I'm getting the hang of this and have successfully swapped a few characteristics like weapons etc.

I'm exploring the possibilities of unit graphic switching; I've attempted altering the Torrasque Graphic to 042 for Probe, but the Torrasque is still there. He does seem to be a bit "smaller" though, as he can get closer to other units, making a semi-stacked effect, but only slightly.

Then I tried altering the sprite value of the unit Torrasque to 194 for Probe but it's spliced value, and of course memcalc doesn't support spliced values yet.

Anyways, my question is how do I change a unit graphic (with or without working animation, preferrabley with)?
Report, edit, etc...Posted by SacredElf on 2005-08-03 at 16:39:08
QUOTE(DT_Battlekruser @ Aug 3 2005, 02:33 PM)

Yes, the "fire" is part of the firebat GRP, not the weapon anim sprite.

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does i can set other units to fire flames??
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-03 at 16:39:26
You can use your head to compute spliced values.

QUOTE
does i can set other units to fire flames??


No. No matter what weapon you give it, the Firebat will always shoot fire in addition to the missile sprite of whatever weapon you assign him.
Report, edit, etc...Posted by Psi on 2005-08-03 at 16:43:04
QUOTE(DT_Battlekruser @ Aug 3 2005, 03:39 PM)
You can use your head to compute spliced values.

If I knew how to do that I'm sure I would. Could you provide me with a set of instructions? Thanks.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-03 at 17:12:40
If you have a value spliced across the following bytes:

00 00 00
00

00
00 00 00

And you wanted to collectively set the value to, say, 355, then you would need to do this:

1. 355 is 163 in hex. You therefore need the bytes to read (I think)

00 00 00
01

63
00 00 00

You need to add 1 to byte 4 of the first death count, and 63 to byte 1 of the second. (it might be reversed I'm not totally sure. Try it out.)
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-03 at 17:19:41
So, wireframes are controlled by Unit ID, which we cannot change... correct?

About the sounds it makes... can we change that? or is that also non-modify-able?
Report, edit, etc...Posted by EzDay281 on 2005-08-03 at 17:31:19
Sound on attack? That depends either on the sprite for the weapon, or the unit itself(some unit animations include sounds in the attacks, so those won't change).
As for the sounds they make when you click them, if you can change anything in the units.dat then yes, you could change that.
Report, edit, etc...Posted by Kow on 2005-08-03 at 17:42:33
QUOTE(DT_Battlekruser @ Aug 3 2005, 04:39 PM)
No.  No matter what weapon you give it, the Firebat will always shoot fire in addition to the missile sprite of whatever weapon you assign him.
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Just like the hydralisk always spitting acid (I was hoping to get a fire spitting Hydra, ah well. Time to resort to yamato. Yamalisk!!!!)


QUOTE
Anyways, my question is how do I change a unit graphic (with or without working animation, preferrabley with)?


[attachmentid=12463]
You wanna create the unit AFTER you do the death triggers. It will only trigger those ones (Making you be able to have endless number of sprites for 1 unit)
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-03 at 17:44:00
Sound when they respond, attack sound, annoyed sound, etc.

So... is this changed by modifying the "annoyed sound start", "annoyed sound end"; because that's the only thing I could find that had anything to do with sound... unless I overlooked something.
Report, edit, etc...Posted by EzDay281 on 2005-08-03 at 17:53:29
I would assume so. I can't really mess with these, so I don't know much about them- all my experience and knowledge is from modding, which is something I haven't been able to do for a couple months...
Report, edit, etc...Posted by Kow on 2005-08-03 at 18:35:19
I have another question pertaining to the Movement Type Offset. The way you described it was very complicated (For one who doesnt know how to transfer Binary to Hex)
http://www.clandt.org/cgi-bin/memcalc.py?o...%0D%0A-u&go2=Go
That's the page I have, I want to make a Dropship a ground unit, nothing else.

That would put my Binary at 10000000. What do I do after this?
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