Staredit Network

Staredit Network -> Concepts -> TRIGGERS OF GOD
Report, edit, etc...Posted by Rantent on 2005-07-27 at 04:47:12
QUOTE
It's just that DK has a thing of sharing things with the public.
If you shared the idea with us, we'd revere you, but you didn't. DeathKnight deserves credit because he revieled the idea to sen. If he didn't make it up himself, than you can congratulate the preson who beat him to it. But he should at least be recognized for enlightening the rest of us. I haven't seen anything that suggests that this was already discovered, and whoever might have discovered it beforehand should have shared it if they wanted any credit for discovering it.
Report, edit, etc...Posted by Lisk on 2005-07-27 at 05:57:55
holy! insane crazy.gif
I do understand it though happy.gif

Does it change for 64bit OS?
Report, edit, etc...Posted by blizter on 2005-07-27 at 09:30:28
I just made a table to make unit with shield. Open it in notepad without the return to the line thingy. I hope it help a bit. tongue.gif BTW im ToTo[l)s]LeAdEr On UsEast. I Attached my map too. Feel free to check it out.

[edit]

Ok at top it is the Unit ID
In middle 1 = 1, 2 = 256, 3 = 65535, 4 = 16777216
at bottom its players
Report, edit, etc...Posted by LegacyWeapon on 2005-07-27 at 09:35:42
QUOTE(DT_Battlekruser @ Jul 27 2005, 12:57 AM)
ENABLING SHIELDS (add to enable, subtract to disable)

TERRAN MARINE: SetDeaths(P3, Add/Subtract, 1, 35748);
TERRAN GHOST: SetDeaths(P3, Add/Subtract, 256, 35748);
TERRAN VULTURE: SetDeaths(P3, Add/Subtract, 65536, 35748);
TERRAN GOLIATH: SetDeaths(P3, Add/Subtract, 16777216, 35748);
TERRAN GOLIATH TURRET (will this crash?): SetDeaths(P4, Add/Subtract, 1, 35748);
TERRAN SIEGE TANK (TANK): SetDeaths(P4, Add/Subtract, 256, 35748);
TERRAN SIEGE TANK (TANK TURRET) (crash?): SetDeaths(P4, Add/Subtract, 65536, 35748);
TERRAN SCV: SetDeaths(P4, Add/Subtract, 16777216, 35748);
TERRAN WRAITH: SetDeaths(P5, Add/Subtract, 1, 35748);
TERRAN SCIENCE VESSEL: SetDeaths(P5, Add/Subtract, 256, 35748);
TERRAN FIREBAT: SetDeaths(P5, Add/Subtract, 65536, 35748);
TERRAN DROPSHIP: SetDeaths(P5, Add/Subtract, 16777216, 35748);

And so on for all the units, in type order.

Note that viewed in binary, the full long at 0 looks like this.

00000000 00000000 00000000 00000000 (00 00 00 00 HEX)

Changing any one byte to anything other than 0 enables shields for that unit.

01 00 00 00 is the same as A4 00 00 00.

Confused?
1 = 00 00 00 01
256 = 00 00 01 00
65536 = 00 01 00 00
16777216 = 01 00 00 00

So adding 1 and 16777216 would make = 01 00 00 01.

These number's aren't random wink.gif

[right][snapback]271487[/snapback][/right]
Actually,
1 = 01 00 00 00
256 = 00 01 00 00
65536 = 00 00 01 00
16777216 = 00 00 00 01

Remember the byte order is Intel (nothing for people to worry about). That's why you add 1 for the first unit (Marine).

The hex editor I use is Hex Workshop.

If you wanted to give Marines and Ghosts shields, it would look like this
SetDeaths(P3, Add, 257, 35748);
1 + 256 = 257

In hex, you would see it like this:
01 01 00 00
The first two have turned to 01 (Enabled!)

ADDITION:
QUOTE(blizter @ Jul 27 2005, 09:30 AM)
I just made a table to make unit with shield. Open it in notepad without the return to the line thingy. I hope it help a bit. tongue.gif BTW im ToTo[l)s]LeAdEr On UsEast. I Attached my map too. Feel free to check it out.
[right][snapback]271660[/snapback][/right]
I don't know how the table works... but for the map, you cannot add deaths for players 9 - 12.
Report, edit, etc...Posted by JohnnyHazardous on 2005-07-27 at 10:08:28
You know if DeathKnight worked for Blizzard he would make a lot of new patches for them....

EDIT: Actually we don't want that do we? I mean we don't want hacks but we do want better and cooler maps.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-27 at 10:39:53
QUOTE(Deathknight @ Jul 18 2005, 02:57 PM)
Example:
Now, the one long is Player 85's Vespene Gas Tank Type 2.
Four bytes: 00 00 00 00
Now, when the player researches one of the four techs(Let's say it researches EMP Shockwave), that long becomes 00 00 01 00. 01 means the tech is researched while
[right][snapback]264981[/snapback][/right]


Isn't this kind of how programming works? Like Binary stuff. 00 is OFF and 01 is ON?

And even after reading most of this, I still don't understand the capabilities this has. I understand all teh programming aspects of it, lol.

But what exactly does this do?

ADDITION:
QUOTE(JohnnyHazardous @ Jul 27 2005, 07:08 AM)
You know if DeathKnight worked for Blizzard he would make a lot of new patches for them....

EDIT: Actually we don't want that do we? I mean we don't want hacks but we do want better and cooler maps.
[right][snapback]271671[/snapback][/right]


Bleh... Better maps? The better maps are the ones from seven years ago....

New school never beats the old school...
Report, edit, etc...Posted by KrAzY on 2005-07-27 at 10:58:08
Is it possible to reverse what you have done with the triggers? Like Fastest to Slowest to Fastest.
Report, edit, etc...Posted by Vibrator on 2005-07-27 at 11:01:15
QUOTE(krazydrunkking @ Jul 27 2005, 10:58 AM)
Is it possible to reverse what you have done with the triggers? Like Fastest to Slowest to Fastest.
[right][snapback]271697[/snapback][/right]


Yes, yes it is.
Report, edit, etc...Posted by hynk on 2005-07-27 at 11:06:57
QUOTE
SetDeaths(P3, Add, 257, 35748);
When giving Marines or Ghosts shields, do you have to input that exact trigger? Or do we change the player which player we want to have shields, or when we put that in, do all Marines or Ghosts with have shields?
Report, edit, etc...Posted by Vibrator on 2005-07-27 at 11:24:33
QUOTE(hynk @ Jul 27 2005, 11:06 AM)
When giving Marines or Ghosts shields, do you have to input that exact trigger? Or do we change the player which player we want to have shields, or when we put that in, do all Marines or Ghosts with have shields?
[right][snapback]271704[/snapback][/right]


When you put in the trigger all units of that type are affected.
Report, edit, etc...Posted by blizter on 2005-07-27 at 11:41:24
Ok i just made a crazy map. I modified the map of Dk for life detection. When the academy has 50 hp, his life goes up to 15000 hp in like 15 sec then sc crash :/
but it worth it smile.gif

[EDIT]

I added slow motion ( WOOPS my slow motion bug but good idea to pause the game )

fixed and cool ---> [attachmentid=12166]
Report, edit, etc...Posted by Doodle77(MM) on 2005-07-27 at 12:01:23
For all ye terrain peoples, you could make a real waterfall by moving eld_fire.grps down a waterfall constantly. tongue.gif

EDIT: more subtle, you can also replace doors with terrain that dissapears into normal walkable terrain. tongue.gif
Report, edit, etc...Posted by i-beat-u on 2005-07-27 at 12:59:50
from what everybody is saying it is pretty bleepin awesome, and i would think so too (if i understood exacly what it did helpsmilie.gif )
Report, edit, etc...Posted by LegacyWeapon on 2005-07-27 at 13:38:03
QUOTE(hynk @ Jul 27 2005, 11:06 AM)
When giving Marines or Ghosts shields, do you have to input that exact trigger? Or do we change the player which player we want to have shields, or when we put that in, do all Marines or Ghosts with have shields?
[right][snapback]271704[/snapback][/right]
That's the exact trigger. Obviously SF won't accept that so you need to enter instead of 35748, you will need to enter 35748 - 65536 = -29788.
Report, edit, etc...Posted by Deathknight on 2005-07-27 at 13:39:37
Test 03 - Moving sprites.
[attachmentid=12161]
Report, edit, etc...Posted by Vibrator on 2005-07-27 at 13:42:49
Lol, here is something neat for u guys to look at.
Report, edit, etc...Posted by JohnnyHazardous on 2005-07-27 at 14:00:03
Pretty cool moving sprite you got there DeathKnight.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-07-27 at 14:17:43
Here you go Deathknight. A bunch of offsets to work with. All from the data files, they follow the same order as AZ format files, so if you don't recognize the name...

CODE
Flingy.dat
Sprite – 645540  Size=2 bytes per entry, pointer to Sprites.dat
TurnStyle – 645048 Size=2
Acceleration – 6451fc Size=4
TurnRadius – 645bd0 Size=1
Unknown – 6456e4 Size=1
MoveControl – 6457b8 Size=1

Sprites.dat
Image – 696914 Size=2, pointer to images.dat
Hp Bar Length – 6972b4 size=1 387 entires
Unknown 1 - 696d20 size=1
Unknown 2 – 6970ac size=1
Selection circle image – 69678c size=1 387 entires
Selection circle vertical offset – 696f28 size=1 387 entires

Orders.dat
Label – 65d690 who cares, it never shows up in game
Flag1 – 65df88 All flags are 1
Flag2 – 65d80c
Flag3 – 65d090
Flag4 – 65de08
Flag5 – 65d2d0
Flag6 – 65d8cc
Flag7 – 65da4c
Flag8 – 65d510
Flag9 – 65dd48
Flag10 – 65d450
Flag11- 65d5d0
Flag12 – 65d98c
Weapon – 65d390 size=1 pointer to weapons.dat
Technology – 65cfd0 size=1 pointer to Techdata.dat?
Type – 65dec8 size=1
Group – 65db0c size=2
Unknown – 65d150 size=2
Emulate – 65dc88 size=1

Units.dat
Graphic – 6b8ec8 size=1 pointer to flingy.dat
Subunit 1 – 6b7570 size=2
Subunit 2 – 6b71e0 size=2
Subunit 3/Overlay – 6b83b0 size=2, don't edit ever, deals with infested CC
Construction Animation – 6b7bac size=4
Subunit Turning(A3 Unknown1) – 6b8c64 size=1
Shield Enable – 6b673c size=1
Shield Amount – 6b871c size=2
Hit Points – 6b6904 size=4
Animation Level – 6badd4 size=1
Movement Type – 6bab28 size=1
Staredit Order/Label – 6b6f34 size=1
Action Comp AI – 6b9174 size=1
Action Human AI – 6b6e50 size=1
Action Unknown – 6ba324 size=1
Action Attack Unit – 6b7ac8 size=1
Action Attack Move – 6b6d6c size=1
Weapon Ground Attack – 6b8fac size=1 pointer to weapons.dat
Max hit ground – 6b9400 size=1
Weapon Air Attack – 6b8638 size=1 pointer to weapons.dat
Max hit air – 6b6820 size=1
Unknown 2 – 6b6584 size=1
Special Ability Flags – 6baeb8 size = 4  You know what is here. :)
Subunit Attack Range – 6b9a3c size=1
Sight Range – 6bacf0 size=1 can never go above 11(decimal)
Armor Upgrade Group – 6bac0c size=1
Size – 6b88e4 size=1
Armor Amount – 6b9090 size=1
Unknown 3 – 6b7738 size=1
Ready Sound – 6b6668 size=2 pointer to sfxdata.dat 106 entires
What Sound Start – 6b8020 size=2
What sound end – 6b73a8 size=2
Annoyed Sound Start – 6b6c98 size=2 106 entires
Annoyed sound end – 6b9258 size=2 106 entires
Yes sound Start – 6b932c size=2 106 entries
Yes sound end – 6b8b90 size=2 106 entries
Unknown 4(This are the values(2) that Unit Resizer Changes) – 6b94e4 size = 2, there are 2 entryies per unit, an x value, and then a y value.
Unknown 5 – 6b8d48 size=2, 192 entires
Dimensions(These 4 deal with if a spirte is played over a unit) – 6ba408 size=2 with 4 per unit.  Description at bottom.
Portrait – 6b81e8 size=2 pointer to portdata.dat
Mineral Cost – 6b781c size=2
Vespene Cost – 6b9b20 size=2
Build Time – 6b8470 size=2
Restriction Flags – 6b89c8 size=2
Staredit Group Flags – 6b9eb0 size=2
Food Produced – 6b7f3c size=1
Food Cost – 6b64a0 size=1
Space Required – 6b70fc size=1
Transport Space – 6b79e4 size=1
Build Score – 6b9f94 size=2
Destroy Score – 6ba15c size=2
Unknown 8(This is the String referencer.  It will change the name of the unit to that string in the map) – 6b9ce8 size=2
Broodwar Unit Flag – 6b7018 size=1
Staredit Available – 6b9874 size=2


Images.dat
File – 64ca58 size=4 pointer to images.tbl
GFX Turns – 655ac4 size=1
Shadow Turns – 652bec size=1
Unknown – 652bec size=1
Floats – 6552f4 size=1
Palette Type – 65f40c size=1
Palette Special – 64d9f8 size=1
Iscript ID – 64ed7c size=4
Shield Overlay – 64dde0 size=4
Overlay2 – 651c50 size=4
Overlay3 – 64fd18 size=4
Overlay4 – 650cb4 size=4
Overlay5 – 652fd4 size=4
Overlay6 – 653f70 size=4

Techdata.dat
Mineral Cost – 6aa0b0 size=2
Vespene Cost – 6aa164 size=2
Research Time – 6aa26c size=2
Mana Required – 6aa10c size=2
Unknown 1 – 6aa2f0 size=2
Unknown 2 – 6aa058 size=2
Icon – 6aa1bc size=2
Label – 6aa214 size=2
Race – 6aa2c4 size=1
Research Flag – 6aa1e8 size=1
BroodWar Flag – 6aa1bc size=1

Upgrades.dat
Mineral Cost Base – 6bb53c size=2
Mineral Cost Factor – 6bb404 size=2
Vespene Cost Base – 6bb4c0 size=2
Vespene Cost Factor – 6bb388 size=2
Research Time Base – 6bb6f0 size=2
Research Time Factor – 6bb5b8 size=2
Unknown 1 – 6bb24c size=2
Icon – 6bb30c size=2
Label – 6bb674 size=2
Race – 6bb480 size=1
Repeats – 6bb2c8 size=1
BroodWar Flag – 6bb634 size=1

Weapons.dat
Status Bar label – 6bc7b4 size=2
Missile Sprite – 6bbe04 size=4
Special Attack – 6bbaf4 size=1
Attack Type – 6bcac4 size=2
Minimum Range – 6bbb78 size=4
Maximum Range – 6bc5ac size=4
Upgrade Group – 6bc4a4 size=1
Weapon Type – 6bc8b8 size=1
Weapon Behavior – 6bca40 size=1
Missile Type – 6bc528 size=1
Explosion Type – 6bcccc size=1
Splash Value 1 – 6bb9f0 size=2
Splash Value 2 – 6bb868 size=2
Splash Value 3 – 6bc00c size=2
Damage Amount – 6bc93c size=2
Damage Bonus – 6bc214 size=2
Cooldown delay – 6bbd80 size=1, can never be 0
Damage Factor – 6bb96c size=1
Coord x1 – 6bcd50 size=1
Coord x2 – 6bc420 size=1
Coord y1 – 6bc39c size=1
Coord y2 – 6bc318 size=1
Targeting Error Message – 6bc110 size=2
Icon – 6bcbc8 size=2

Units.dat dimesions variable has 4 entries per unit.  Imagine a coordinage grid over a unit, with 0,0 at the center.  The first value is a negative x value for when a unit cannot pass over the sprite.  The second is a positive y, 3rd positive x, 4th neg y.  If they are all set to 0, any unit can walk over that unit.
Report, edit, etc...Posted by MillenniumArmy on 2005-07-27 at 14:52:35
Man, too bad my Starforge is kinda screwed up sad.gif

We SENers respect you, deathknight, for your discoveries, but i think your notoriety is still by far much grander than your fame. No one from other SC sites is going to forget about that hack you did xD
Report, edit, etc...Posted by UED77 on 2005-07-27 at 14:54:12
Disciple of Adun! That offset table is sweet!
DK, what is the normal offset of P1's first unit Death Counter, and what sequence do the scrores follow in?

Is it P1-Unit 1; P2-Unit1; P3-Unit1 (...) P1-Unit2 (...) P1-Unit3 ?

All that really needs to be done is just find all memory offsets, and knowing the offset of the first death counter, and their pattern, the users can calculate what they need to change themselves.

This is too big, though. I seriously doubt Blizzard will just sit idly and let this new method of modding proliferate. It will always work with 1.13, though smile.gif

UED77
Report, edit, etc...Posted by Deathknight on 2005-07-27 at 15:16:25
Thanks DiscipleOfAdun.

I'll be sure to credit you on that list.


The deaths start here btw:
CODE

00513874 - Player 1 deaths of marine
00513878 - Player 2 deaths of marine
0051387C - Player 3 deaths of marine
00513880 - Player 4 deaths of marine
00513884 - Player 5 deaths of marine
00513888 - Player 6 deaths of marine
0051388C - Player 7 deaths of marine
00513890 - Player 8 deaths of marine
00513894 - Player 9 deaths of marine
00513898 - Player 10 deaths of marine
0051389C - Player 11 deaths of marine
005138A0 - Player 12 deaths of marine
/\/\/\/\/\/\/\
00516304 - Player 1 deaths of Vespene Gas Tank 2
00516308 - Player 2 deaths of Vespene Gas Tank 2
0051630C - Player 3 deaths of Vespene Gas Tank 2
00516310 - Player 4 deaths of Vespene Gas Tank 2
00516314 - Player 5 deaths of Vespene Gas Tank 2
00516318 - Player 6 deaths of Vespene Gas Tank 2
0051631C - Player 7 deaths of Vespene Gas Tank 2
00516320 - Player 8 deaths of Vespene Gas Tank 2
00516324 - Player 9 deaths of Vespene Gas Tank 2
00516328 - Player 10 deaths of Vespene Gas Tank 2
0051632C - Player 11 deaths of Vespene Gas Tank 2
00516330 - Player 12 deaths of Vespene Gas Tank 2
Report, edit, etc...Posted by l)ark_13 on 2005-07-27 at 16:41:48
The extended triggers, more specifically the speed changes, screw up replays too! Me and krazydrunkking figured it out when we watched a replay.
1. Speed up the replay to max it until it cant get any higher, then wait about 2 min for the extended trig speed change to kick in then look at the speed!! ROFL
2. The actual game time me and krazy played was like 10 min (at MAX). Look how long the replay is.

This is cool stuff smile.gif
Report, edit, etc...Posted by Carlsagan43 on 2005-07-27 at 16:58:02
How do I convert from hex values to the amount of deaths to access that hex value?

So, if I want to chnage hex value 006b6905, what amount of deaths do I add?
Report, edit, etc...Posted by ShinRa_Soldier on 2005-07-27 at 17:15:28
Lmao I watched that sickness replay and I got this.

user posted image

hahaha.
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-27 at 17:27:35
ok can someone explain how to use this....when i switch the numbers after the P.3 add1 the number after those well i just dont get how to use this DK could you explain?
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