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Staredit Network -> UMS Assistance -> Hex editing + extended units
Report, edit, etc...Posted by scwizard on 2005-04-17 at 16:58:03
I was wondering if it were possible to hex edit the TRIG section of the CHK file to make it so you could create, kill, remove, move etc exteneded units. I really want to learn how to do this becuase of units like 1201. If it is possible to create unit 1201 then you could make a unit give off a trial of creep (that you can build on).

Is it possible to do this? Do people still know how to hex edit maps?

Seems to be kinda a lost art after SF came out

P.S. I thought I'ld never post here beggging for help, but
helpsmilie.gif me please...
Report, edit, etc...Posted by chuiu on 2005-04-17 at 17:06:19
Yes. You can refer to the chk guide at Campaigncreations.org.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-17 at 19:26:19
But you cannot do stuff with units over 228...

These are the units you can target.
QUOTE
Trigger Unit Types:

    all normal units(0-228) plus:
    229 - any unit
    230 - men
    231 - buildings
    232 - factories
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-17 at 19:53:55
Whats the file that holds the list of units triggers can affect? Maybe you could mod it.
Report, edit, etc...Posted by BeeR_KeG on 2005-04-17 at 20:03:14
Logically, it could be done. Just change the number in a hex editor or whatever and start testing it.
If it does, then we could create a whole bunch of useless crashing units that won't do anything!

Plus we could create Aldaris and stuff...
Report, edit, etc...Posted by LegacyWeapon on 2005-04-17 at 20:37:36
I'm pretty sure this won't work because if you make the trigger in SCXE that creates 1 Aldaris, it did the hex code most likely correct and the Aldaris never spawned tongue.gif
Report, edit, etc...Posted by Navilin on 2005-04-17 at 20:48:44
Is that a list of units that can be spawned, or a list of units that triggers can target. Because if its a list of units that can be targeted does it include the Independent Starport. because that can be affected by triggers.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-17 at 20:55:29
Targetted including spawning tongue.gif

I don't know how it all works but I'm sure as hell no matter what you do, you won't be able to create extended units pinch.gif
Report, edit, etc...Posted by Navilin on 2005-04-17 at 21:02:25
I know but I just wanted to see what that list was about.
Report, edit, etc...Posted by Heimdal on 2005-04-17 at 21:26:22
You may not be able to create them, but you might be able to move them or give them to different players. It's worth a shot.

I dont' think legacyweapon's argument is valid (that it would not work because certain values of unit ID are reserved for things like men and buildings). You could make a similar analogy for the player IDs: certain ones are reserved for things like all players, etc. However, a trigger that orders units for all players will not affect units belonging to players > 12, but if you make the trigger specifically for that player, it will affect it.
Report, edit, etc...Posted by purple100 on 2005-04-17 at 23:17:55
It's really too bad that Blizzard wasn't more clean in their programming and also more open. The ability to customize and use Blizzard's own unused (extended) units with a standard editor would have been really easy on the rest of us. I had a really great example of this in my mind yesterday, but I can't remember what it was. The closest I can think of (already in place) is that Blizzard added MANY heroes that are not used in the campaign or the story (Tassadar/Zeratul hero).
Report, edit, etc...Posted by scwizard on 2005-04-18 at 09:26:51
Umm, I guess I should have sounded more newbish. I havn't really hex edited before (although I have a hex editing program), and I heard that the TRIG section is especially complicated when it comes to hex editing. So is there any turtorial on hex editing your own triggers I could use???

Also is there any way I can attach a string to the unit name of an extended unit? I don't think there is, but it's worth a shot. Especially sience if I acutally pull this off, in SF the triggers will say createunits(P1, 1, ,anywhere), and blanks are annoying.
^ (this is where the unit name would normally be)

If there isn't a tutorial on hex editing, could you provide one. And yes, I have looked over the CHK guide in campain creations, but last I checked, it didn't exacly provide step by step intructions, and it wasn't quite up to date.

Oh ya, Doodle77 emailed blizzard with a message saying "Give me the CHK file definitons, or i'll eat your soul."
Report, edit, etc...Posted by LegacyWeapon on 2005-04-18 at 14:54:32
The campaign creations one is quite up to date...

There is no step by step instructions on how to make triggers with hex code... you just need the reference that is there in CC.org

If you want to know which hex values are actually used and for what, you can look at this list here which shows you which hex values are editted corresponding with each trigger:
http://www.staredit.net/index.php?tutorial=129

You just use that tutorial in combination with CC.org's tutorial on Trigger Format and you're all set to go happy.gif
Report, edit, etc...Posted by Heimdal on 2005-04-18 at 17:15:53
Here are my struct definitions for CHK files for use with hex workshop. Read the help files with the program on how to use them; but if you have any specific questions I'll answer them.

They're not complete, but they have structs for triggers which should be enough for what you're trying to do.
Report, edit, etc...Posted by scwizard on 2005-04-18 at 21:02:50
Doodle77 tired to hex edit it... And failed!
Arg, stupid brother, I will have to give it a try tommorow (or later today if I have time).
After I'm done with this, I'm writing a tutorial about hex editing step by step. It would help out a lot of people.
Report, edit, etc...Posted by Doodle77(MM) on 2005-04-24 at 14:27:53
since i cant hex edit, and neither can m.r.bob, can someone who actually knows how try?
Report, edit, etc...Posted by Deathknight on 2005-04-24 at 14:59:28
QUOTE
Here are my struct definitions for CHK files for use with hex workshop.

QUOTE(Hex Workshop)
Hex Workshop has expired.

Any little "tools" out there to undo this?

Whoa, How about we not do that again. -Chu
Report, edit, etc...Posted by RexyRex on 2005-04-24 at 15:04:08
Why do you need to do this in the first place?
Can't you just pre-place the units then move them accordingly?
Report, edit, etc...Posted by Doodle77(MM) on 2005-04-25 at 08:30:58
no, you dont understand apparently, hyper units dont get grouped in "Any Unit" and so you would need to hex edit a map to make a trigger to create one or move one.
Report, edit, etc...Posted by Deathknight on 2005-04-25 at 16:00:28
She thought you were just placing them. Rexy, what they want to do is use triggers on them.
Report, edit, etc...Posted by Heimdal on 2005-04-25 at 17:01:14
Just ignore this post - Chu
Report, edit, etc...Posted by Carlsagan43 on 2005-04-25 at 17:07:43
istn there only one byte to store unit types in trigs? You would only be able to get to unit 255 even with hexediting
Report, edit, etc...Posted by scwizard on 2005-04-25 at 17:07:48
*m.r.bob is confused.
What does nothing have to do with anything?
Report, edit, etc...Posted by LegacyWeapon on 2005-04-25 at 17:17:55
QUOTE(carlsagan43 @ Apr 25 2005, 05:07 PM)
istn there only one byte to store unit types in trigs?  You would only be able to get to unit 255 even with hexediting
[right][snapback]195179[/snapback][/right]
Before posting, please make sure you have a reliable source tongue.gif
QUOTE
1 int - unit type condition applies to. see Appendix E
1 int - unit/score/resource type/alliance status. see Appendix E. for briefings, this is unit type
As you can see here, unit types are ints (2 bytes).
Report, edit, etc...Posted by Deathknight on 2005-04-25 at 17:26:01
Heimdal you'd better remove that before you get warned.

That's what the "Whoa, How about we not do that again. -Chu" is in my other post.


Oh and there are 65535 units people. Only 228 are registered.
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