Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by Psi on 2005-08-03 at 18:58:58
Use a Binary/Hex converter like this one to get your hex value (in your case is is 80), then use MemCalc to get the StarForge trigger to change the 4th byte of -29426 for P8 to 80.

Addition-

I have some questions of my own. I made a Probalisk (Ultralisk that looks like a Probe) but he's moving at like 1 pixel/second after converting from Iscript (it wasn't moving at all) to Flingy MoveControls. What's the offset for Flingy Speed? Can it be modified to correct my Probalisks problem? Also, the attack is altered and the probe just sits about 32 pixels from its target and doesn't claw it to death; I tried altering subunit range to read 0 and unit size to subtract 2 (Large -1 = Medium, Medium -1 = Small) but neither process made him attack or get closer to his target. Help?
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-03 at 19:34:58
Creep and Hover movement types have something to do with it, I think. Unless I got the binary bits backward... ermm.gif

Err, yeah you need to set the flingy speed there on hte ultralisk... Yes, what is the offset for flingy speed? *glances at discipleofadun*

Dunno about the attack, maybe it's an AI thing..
Report, edit, etc...Posted by Kow on 2005-08-03 at 19:43:50
I tried both Hex and Dec. and neither are working (Trying to get Dropship to stay on ground as if it were a groudn unit)
Report, edit, etc...Posted by EzDay281 on 2005-08-03 at 20:03:49
Why would you set the target acquisition range to 0?
I think the problem is in the unit AI's, because, as you may have noticed, peons act differently in regards to auto-attack, retaliation, etc.
As for speed, my best guess would be that it has something to do with the fact that Ultralisk uses iscript while Probe uses flingy(though I'm not sure about Ultralisk), but I don't see why that would make any difference, since flingy is still about sprites, so...
As DTBK said, the attack problem is with the AI's. Atleast, I'm pretty sure it is.
Report, edit, etc...Posted by Psi on 2005-08-03 at 20:16:35
QUOTE(EzDay281 @ Aug 3 2005, 07:03 PM)
Why would you set the target acquisition range to 0?

Because the Probe Subunit Attack range is 0, which would make the Probalisk sit there until I order it to attack.

QUOTE(EzDay281 @ Aug 3 2005, 07:03 PM)
I think the problem is in the unit AI's, because, as you may have noticed, peons act differently in regards to auto-attack, retaliation, etc.
As for speed, my best guess would be that it has something to do with the fact that Ultralisk uses iscript while Probe uses flingy(though I'm not sure about Ultralisk)

You are correct, it does matter. However after switching to Flingy MovementType, the Ultralisk is directed to use it's speed and accel values from the Flingy.dat, which are both 1. StarCraft usually ups these "1" values to their actual amounts during the Ultralisk Iscript execution, which is now disabled.

QUOTE(EzDay281 @ Aug 3 2005, 07:03 PM)
As DTBK said, the attack problem is with the AI's. Atleast, I'm pretty sure it is.

The problem is not with AI's, it is with the attack range being less than the physical buffer around the Ultralisk, because the Probe flingy makes the unit smaller, whereas the buffer is remaining the same. He can't touch other unts at all.
Report, edit, etc...Posted by SuperToast on 2005-08-03 at 21:23:35
QUOTE(Kow @ Aug 3 2005, 05:43 PM)
I tried both Hex and Dec. and neither are working (Trying to get Dropship to stay on ground as if it were a groudn unit)
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To make the dropship act like a ground unit there is more then one thing you need to edit. The movement flags you edited just have to deal with what terrain it can go over. So to test if what you have changed worked, try and make a dropship move over a cliff, water or some other unwalkable terrain. After that you need to edit the units animation level to something like 4 so the sprite is drawn at the proper height, ground level (4) as opposed to air(16). I'm not sure what you need to put in for the triggers but if you look around you should find it.
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-03 at 21:29:01
Just so you guys know, your computer comes with a hex/decimal converter. Open your calc and switch it to "scientific", if you want hex->decimal, first switch it to hex, then type the # in, and then switch it to decimal, and walah. Works the same in reverse.
Report, edit, etc...Posted by Kow on 2005-08-03 at 22:28:53
QUOTE(SuperToast @ Aug 3 2005, 09:23 PM)
To make the dropship act like a ground unit there is more then one thing you need to edit. The movement flags you edited just have to deal with what terrain it can go over. So to test if what you have changed worked, try and make a dropship move over a cliff, water or some other unwalkable terrain. After that you need to edit the units animation level to something like 4 so the sprite is drawn at the proper height, ground level (4) as opposed to air(16). I'm not sure what you need to put in for the triggers but if you look around you should find it.
[right][snapback]278182[/snapback][/right]

Can someone do that for me? I'm technically challenged when it comes to that =\
Report, edit, etc...Posted by Ninebreaker on 2005-08-03 at 22:43:12
I have a question, is it possible that you could add in a EX. Trigger in memcalc telling what the deaths part means, cuz for some i cant figure out how to change it -.-
Report, edit, etc...Posted by Urmom(U) on 2005-08-03 at 23:09:45
hey, ive been doing basic triggers of this now and i need to know something. What would i edit to change the range of distription web. all these confusing names from the memcal are confusing me on which to use...
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-04 at 00:02:49
What range of the disruption web?
Report, edit, etc...Posted by Urmom(U) on 2005-08-04 at 00:07:56
like how far you can cast it
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-04 at 00:09:28
Change weapons.dat Attack Range on the Object Weapons -- Disruption Web.
Report, edit, etc...Posted by Urmom(U) on 2005-08-04 at 00:20:02
it sais that it cant handle splices or whatever that is......
Report, edit, etc...Posted by SuperToast on 2005-08-04 at 00:27:47
QUOTE(Kow @ Aug 3 2005, 08:28 PM)
Can someone do that for me? I'm technically challenged when it comes to that =\
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You can't do it, it's a p11 one.

Memcalc - Unit.dat->animation height->terran dropship
Report, edit, etc...Posted by Rantent on 2005-08-04 at 01:07:26
I have just one question.
I know that if you change the units attack range, the AI still makes them run closer to shoot.
What happens if you make the actual attack range less than the AI scripts range.

I'd test myself but am on a mac at the moment.
Report, edit, etc...Posted by Tearshed on 2005-08-04 at 01:22:00
Oh crap, from battle.net forums 'the impossible has been found' topic -


JohnDS

34. Re: The impossible has been found. Read. | 8/4/2005 2:57:20 AM GMTDT

Thanks for the "heads up". I'll ask the developers to take a look into it.


crazy.gif
Report, edit, etc...Posted by Psi on 2005-08-04 at 01:40:10
urmom,

I know you've gotten to the StarForge Trigger Converter step, but I'm writing the whole modding process out for everybody else who isn't in your position yet. Your question is answered at the end of this post.

Editing offset "6BC58C - Maximum Range" in the Weapons.dat for object "101 - Disruption Web" with MemCalc Easy Mode returns the following output:

QUOTE(MemCalc Easy Mode)
You need to modify the 4 byte value starting on byte 1 of deaths of -29277 for player 8 .

You need to modify the highlighted bytes:

DEATHS OF -29277 FOR PLAYER 8 :
00 00 00 00

The default max range of disruption web is 18. To set a new range, pick a number then convert it to hexadecimal using a converter like this one to turn that number into hex. EX. Say you want a range of 40, a little over twice the default range, then you would type in 40 and get 28 in hex.

Usually one would use the MemCalc StarForge Trigger Converter so that it reads as following:

QUOTE(MemCalc StarForge Trigger Formatter)
I want to modify a 4 byte value starting on byte 1 of deaths of unit #-29277 for player 8,  I want to Set this value to 40  (Value was entered in Decimal)

HOWEVER, as urmom saw, MemCalc returns the "spliced value" error. This usually means that the longs are crossing across eachother, but in this case they actually aren't (DT, you better fix that tongue.gif).

We know what we want to end result to be: 28 00 00 00 deaths of unit -29277 for player 8. The resulting trigger can be done by hand:

SetDeaths(P8, SetTo, 28, -29277);

Using SetTo sets the other 3 bytes in the long to 00, but that's alright in this case because all 4 bytes ("00 00 00 00") are used for the "Weapon Max Range" of "101 - Disruption Web." Simply put that action into your map and Distruption Web should then fire at double range. Remember to assign the Disruption Web as a weapon for a unit, cause I'm not sure this will double the range of the ability - just the weapon, which isn't an actual StarCraft weapon, but it can be used as one. Good luck. wink.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-04 at 01:44:04
QUOTE
HOWEVER, as urmom saw, MemCalc returns the "spliced value" error. This usually means that the longs are crossing across eachother, but in this case they actually aren't (DT, you better fix that tongue.gif).


Derr, yeah I better fix that.

EDIT: Fixed. I must have been high when I wrote that code to catch spliced values, I said

CODE
if byte < len:
   raise error


Anyhow, it works now.
Report, edit, etc...Posted by Psi on 2005-08-04 at 01:59:11
QUOTE(Tearshed @ Aug 4 2005, 12:22 AM)
Oh crap, from battle.net forums 'the impossible has been found' topic -
JohnDS

34. Re: The impossible has been found. Read. | 8/4/2005 2:57:20 AM GMTDT
         
Thanks for the "heads up". I'll ask the developers to take a look into it.
crazy.gif
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I posted on Battle.net in that thread with the following message to JohnDS, the Blizzard employee who posted the aformentioned message:

QUOTE(Me)
JohnDS-

I am a member of the "StarEdit Network" at StarEdit.net, and I have been following the development of this new discovery for end-user map editing. I want to clarify the fact that this newfound map editing power in StarCraft has no ability to change the game outside of the map you mod. The modifications are achieved by editing hidden death count values in the game memory, through a trigger. This technology cannot be used to make new hacks like the morph hack etc. that are capable of applying these changes in any game. You can find the full detail of how this editing is achieved on the StarEdit.net website, but I felt it was necessary to request that a cautious observation is taken by Blizzard before any more patches are released. This editing technology is a blessing for us, and if you ask me, a blessing for Blizzard as well because it cannot be used to create hacks, and it increases the playability and entertainment value of any multiplayer map that implements it.

Thank you for your time,

"Psi"


Hopefully this will stop any lightly-made and incorrect decisions Blizzard can take right now. I'm looking out for you guys; this is a valuable technology that will make the remainder of my summer less boring. tongue.gif
Report, edit, etc...Posted by SuperToast on 2005-08-04 at 02:13:25
This is great and all, but this is the second big discovery that has come to light from the staredit community within the last few months... Either blizzard won't care, or they might actually do something more drastic this time. How am I supposed to know though? Hell, they might even make a patch to make it work on macs. wink.gif
Report, edit, etc...Posted by Psi on 2005-08-04 at 02:32:00
I'm waiting for JohnDS to reply to my message. He or another representative will probably tell us what Blizzard decides to do; I'll post that message here for everyone when it is available.

Tearshed- Thank you for bringing this to our attention. wink.gif
Report, edit, etc...Posted by Tearshed on 2005-08-04 at 02:33:59
Thanks for telling blizzard our side of the story and the good points of these triggers(of course the goods points are the only points)
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-04 at 02:35:50
I made a somewhat "babbly" reply, I'm a bit tired. But what I posted is true, I hope they help make the EUD trigs, rather than hinder and/or eliminate them. That'd be a shame... sad.gif
Report, edit, etc...Posted by EzDay281 on 2005-08-04 at 04:35:37
Wait... so can you use these triggers to tell a location "move X pixels to the right", or "stretch X pixels to the right", or can you only do things along the lines of "stretch right side to pixel X"?
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