Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by pimpinelephant on 2005-07-26 at 15:31:05
yes, that is also my problem. is there a different id we can put in their since that really isn't an actual unit, should we put in -29788 again?
Report, edit, etc...Posted by scwizard on 2005-07-26 at 15:32:24
Ya what memory searching program do you use tongue.gif
Report, edit, etc...Posted by Deathknight on 2005-07-26 at 15:47:36
I use Artmoney. You can find it here: http://www.artmoney.ru/e_download.htm


*gets ready for "omg dk is a cheater" bashing*

What you do is you change something in a map or mod or something, then search for that number. Change it again, and then filter out the new number. Keep doing that until you find the address. Knowing the address, and what happens after changing it, are the most important things.

To obtain addresses a lot easier, go to options and go to the searching tab. Check "search in address range", and make that from 00500000 to 00800000. This is the range of addresses that can be accessed by the deaths and scores and whatnot. This range also stores most of the information needed to change.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-07-26 at 16:02:19
What should I search in? I'm not sure how to get the SC data...
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 16:03:59
You have to have SC running in order to search it. Start it up, then strt up artmoney, and the big drop-down menu at the top should have broodwar in it. Select it.

Question: So, we make a mod and compare it to a non-mod? We find the adress and value of the changed code (in the mod) then seach for that address in the 00500000 and 008000000 range in the non-mod? If we find it we then figure out how many deaths and for what player we make the trigger for?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-07-26 at 16:04:41
OK, got that... now what should I search for? :-/
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 16:07:53
U cant really search for anything right now. You have to compare the sc code with something thats different. Im not sure what to do after that though...
Report, edit, etc...Posted by RexyRex on 2005-07-26 at 16:08:56
There is no way I'm reading five pages on this computer. (5 pages equals 25 minutes of my time), so will someone please fill me in on what's happening that I cannot learn from this page or the first one? Thanks...mellow.gif
Report, edit, etc...Posted by pimpinelephant on 2005-07-26 at 16:11:03
lol, DK figured out a way to mod sc with triggers and detect researches with triggers also.
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 16:12:32
DK is using extending triggers to alter anything and everything to do with starcraft. He can change the map size with triggers, marines with shields with triggers, moving a location with triggers (you can alter the speed and direction of movement and I think size of the location as well), detection of techs with triggers, and detection of supplu with triggers. The list goes on...
Report, edit, etc...Posted by RexyRex on 2005-07-26 at 16:14:14
I knew the detect tech's thing, that's amazing. But...make a mod with triggers? What? smile.gif

ADDITION:
Holy :poo:...
Report, edit, etc...Posted by Voyager7456(MM) on 2005-07-26 at 16:14:54
QUOTE(l)ark_13 @ Jul 26 2005, 02:07 PM)
U cant really search for anything right now.  You have to compare the sc code with something thats different.  Im not sure what to do after that though...
[right][snapback]270985[/snapback][/right]


So something like run SC normally, and then run SC with, lets say, a mod that give the Zergling shields, and see what's different... and then the different thing is related to the death/player combo needed to give lings shields?
Report, edit, etc...Posted by The_Shattered_moose on 2005-07-26 at 16:15:04
Basically, DK figured out where SC stores pretty much everything, and how to alter it with triggers.
Addition: I think you don't even need to run SC with a mod, just run the map with something, say a maximum mana value, altered. Then find whats different between the first scan and the second one (second has mana upgrade)
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 16:17:36
QUOTE(Voyager7456(MM) @ Jul 26 2005, 01:14 PM)
So something like run SC normally, and then run SC with, lets say, a mod that give the Zergling shields, and see what's different... and then the different thing is related to the death/player combo needed to give lings shields?
[right][snapback]271001[/snapback][/right]


I thinks... But dont quote ME on that. HAHA H! LOL ... no that was lame...
No but, I'm not quite sure how... I just know what, sorta tongue.gif lol
Report, edit, etc...Posted by Tuxedo Templar on 2005-07-26 at 16:17:41
QUOTE
I think it's safe to say this will replace the idea of an "automodder".
Surprisingly though this is a relatively old idea, which was brought up I think during one of the Automodder discussions as a possibility, though no one thought it would actually work lol (I didn't). I'm really surprised it does.

And yes, the location changing thing would be extremely useful, even if it was only possible with one location. I can imagine that bringing about some really nifty concept maps, bypassing all the tedious mobile grid nonsense.
Report, edit, etc...Posted by pimpinelephant on 2005-07-26 at 16:21:11
the shield availability list, i don't think im getting it, i have a few questions:

1. the unit you said to put in doesn't exist so SF won't accept it, is there a way to go around this?

2. how many deaths need to be set for these?

3. how do we know which unit these triggers are for, like ghosts, goliaths, tanks, etc?
Report, edit, etc...Posted by Deathknight on 2005-07-26 at 16:26:52
QUOTE
Question: So, we make a mod and compare it to a non-mod? We find the adress and value of the changed code (in the mod) then seach for that address in the 00500000 and 008000000 range in the non-mod? If we find it we then figure out how many deaths and for what player we make the trigger for?

You can make a mod, run it, search for the value of the thing you're looking for, then close SC and get on a non-modded SC, then search for the changed value. The address range to search in should be the same. And yes, if you find the address and know what the value does, I can then use a calculator to calculate which unit for which player is needed to read/modify the value.

QUOTE
now what should I search for?

That's up to you.

QUOTE
1. the unit you said to put in doesn't exist so SF won't accept it, is there a way to go around this?

2. how many deaths need to be set for these?

3. how do we know which unit these triggers are for, like ghosts, goliaths, tanks, etc?

1. I'm not sure how to "convert it", but you could use a hex editor.
2. Depends on many things.
3. Open up Starforge or something, and look at the unit ID. The unit ID order is the same for almost everything.
Report, edit, etc...Posted by Doodle77(MM) on 2005-07-26 at 18:02:43
wow... just wow... ill have to wait until i get back to my house on thursday to see these but i am amazed. good work DK!
Report, edit, etc...Posted by Ninebreaker on 2005-07-26 at 18:04:49
QUOTE
Open up Starforge or something, and look at the unit ID. The unit ID order is the same for almost everything.


Unit ID?
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 18:06:42
Select a unit and press "enter". The box that says "Unit ID" and the number beside it. A marine is 0, a spider mine is 13, etc... Just change the number and you will find out what it is.
Report, edit, etc...Posted by Ninebreaker on 2005-07-26 at 18:29:37
Ok i got it thanx. But by the box is says Unit Type

EDiT: Im still so confused about how to find out which unit to give deaths to set sheilds but w.e blink.gif
Report, edit, etc...Posted by pimpinelephant on 2005-07-26 at 18:36:25
how did u get -29788 for a unit?
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 18:52:46
QUOTE
EDiT: Im still so confused about how to find out which unit to give deaths to set sheilds but w.e

The number of deaths depends on many things, or thats what DK said.
The units are 35748 to 35752.
Just test them, you'll find out.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-07-26 at 18:55:24
QUOTE(l)ark_13 @ Jul 26 2005, 04:52 PM)
The number of deaths depends on many things, or thats what DK said.
The units are 35748 to 35752.
Just test them, you'll find out.
[right][snapback]271150[/snapback][/right]


StarForge crashes when I input those numbers as a unit (in the Death trigger). sad.gif
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 18:56:54
Yeah, mine too. DK says his is fine, I dont know how though. He suggested hex editing.
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