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Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by Ojan on 2006-11-27 at 17:50:13
Great work! That's a good find! Big curdos to you (is that correct grammar? Is it even a word?)! :D


Still, watch out with exulting yourself too much, that kind of attitude doesn't give you more friends....
Report, edit, etc...Posted by TheNomad on 2006-11-27 at 18:29:20
QUOTE(Ojan @ Nov 28 2006, 01:50 AM)
Great work! That's a good find! Big curdos to you (is that correct grammar? Is it even a word?)! biggrin.gif

It's "kudos" wink.gif
And tack så mycket smile.gif (hope I sp. it right... been a while since I typed that...)

QUOTE(Ojan @ Nov 28 2006, 01:50 AM)
Still, watch out with exulting yourself too much, that kind of attitude doesn't give you more friends....
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Only if you take it literally wink.gif
I'm a nice guy, if I'll be an a**hole, you guys will know... but that will happen if something/one really pisses me off... and atm the only thing managing to do that is Blizzard's weird file format tongue.gif

... hard to tell which option is used and which isn't which really vexes me...
vi ses smile.gif

-------

On Topic now, since I found something else along with DoA.
This one is not a 100% certified pwnd DAT flag/option/whatever, but we are close to it. It's about what Broody calls "A.I. Internal" in the AI Script subtab of Units.dat.

After some talks with DoA explaining me his observations and some talks explaining my observations to him, we found out it is related to the unit's AI Script (not sure if the Scripts from Orders.dat - for details on what I mean check my re-compiled orders list classifying them into orders, abilities, scripts etc. some pages back which seemed maybe overdoing or complicating things from some feedback I got, but I think even if it won't be fully integrated in DatEd, it'll still be useful to know what is called when and why... but moving on...). As many noticed, it has values of 0 and 3. According to DoA, they are 2 bits only (which is why 4 would be considered as 0 since it starts all over, like in the case of bytes where 257 is 1). 0 is 00, 1 is 01, 2 is 10 and 3 is 11.

As you saw they have a boolean-like flag status of 1 and 0 only.
From what DoA told me, changing it on workers made them not harvest anymore. The default is 3 which makes me think he changed it to 0. He also said values of 1 and 2 crashed SC. This all didn't happen in my case (I assume smth changed in the meantime, which isn't surprising...). So for now, considering this, it disabled his harvesting behavior.

I tested it on aggressive units (lings, hydras and firebats), by canging it to 3 and the result was that they didn't attack me when they saw me. Please note that this applies only to preplaced units. If a unit is created, say in Custom games (Melee or Custom Scripts from UMS) they will attack. The exception seems to be for workers, which have 3, but will still attack (harcoded behavior ?!). Also note that setting it to 1 also made them attack, while 2 didn't. It didn't crash when I had 1 or 2.

Anyway, the effect i far from solved, but if anyone wants to help by testing or has any past experience with this setting they may write here so that someone else or I will dig into this a bit deeper.

---

3rd addition... it's 4:50 and after talking to ShadowFlare about that InitTurret animation header state, and after me blabbering about unused DAT stuff, we both came to the conclusion it might be used by StarEdit. And since I am a sleepless maniac, I tested and we were right. It creates a dummy sprite only in StarEdit (in this case subunits, as I said, and traps as ShadowFlare said). Upon further testing, ShadowFlare noticed that adding commands to it makes them get executed in StarEdit, so it is something like an init for StarEdit... Just so you know about this when you'll update the IScript anims Broody smile.gif

Oh and Broody, remember to note that the "Researched" flag doesn't do anything in the game itself.
Report, edit, etc...Posted by BroodKiller on 2006-11-28 at 15:55:18
Ojan>As for the click-and-run thing, I must say that my happines was premature, it doesn't work the way I want it to and I still need to work on it :/

TheNomand>Nice find, I'll put it in, together with other things that people have proposed.

QUOTE
Oh and Broody, remember to note that the "Researched" flag doesn't do anything in the game itself.

Hmm...it seems that it doesn't do anything AT ALL. DoA, could you please confirm this ?

Report, edit, etc...Posted by TheNomad on 2006-11-28 at 16:08:35
QUOTE(BroodKiller @ Nov 28 2006, 11:55 PM)
TheNomand>Nice find, I'll put it in, together with other things that people have proposed.
Hmm...it seems that it doesn't do anything AT ALL. DoA, could you please confirm this ?
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Thanks!

Uhm, not sure on this 100%, but I suppose it might be related to StarEdit... I'll test sometime this week (towards the weekend) smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-11-28 at 16:42:48
It is not, as has been demostrated some time ago, hence what the hint is saying. Another unused property?
Report, edit, etc...Posted by TheNomad on 2006-11-28 at 16:53:28
QUOTE(BroodKiller @ Nov 29 2006, 12:42 AM)
It is not, as has been demostrated some time ago, hence what the hint is saying. Another unused property?
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Ah, now I see what you meant with the hint... sad.gif
Guess another reference such as "Use Tech:" in Weapons.dat, "Label" in Orders.dat and so on ...

*sigh*

Report, edit, etc...Posted by BroodKiller on 2006-11-28 at 17:36:54
I would ask for a final confirmation from DoA on that, since you never know, but if he's not around for few days, I'll put it into v1.3b as Unused.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-11-28 at 17:40:35
Ok, let me get this straight. I have things to check? tongue.gif I'll do them asap. BK, expect an uber-long PM from me when I get everything checked out. wink.gif
Report, edit, etc...Posted by TheNomad on 2006-11-28 at 18:03:09
QUOTE(BroodKiller @ Nov 29 2006, 01:36 AM)
I would ask for a final confirmation from DoA on that, since you never know, but if he's not around for few days, I'll put it into v1.3b as Unused.
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Then mark the Order.dat label too as Unused so that peepz don't mess around tongue.gif (you know me already biggrin.gif)

I am still unsure about the Orders.dat "Unknown" 65535 thingy... although it seems unused, I am pretty sure it's used... bleh, wish a Blizz dude would give us some feedback biggrin.gif (that way we wouldn't abuse DoA)
Report, edit, etc...Posted by BroodKiller on 2006-11-28 at 18:14:11
There are Some Things Hexing Can't Do. For Everything Else, ask DoA wink.gif I knew I could count on you, man.

ADDITION:
QUOTE(TheNomad @ Nov 29 2006, 01:03 AM)
I am still unsure about the Orders.dat "Unknown" 65535 thingy... although it seems unused, I am pretty sure it's used... bleh, wish a Blizz dude would give us some feedback biggrin.gif (that way we wouldn't abuse DoA)

I tried to contact Blizz for some stuff some time ago - to no avail sad.gif

As for this value...I dunno but I think it is somehow similar to the "Restricts" units.dat and the techdata.dat "Unknown" properties - it always takes the value of 65535 (0xFFFF), whatever this means.

ADDITION:
It can be that they're just placeholders or perform some format-wise function, but they're placed inside the dat, not at its end so I really just dunno...
Report, edit, etc...Posted by TheNomad on 2006-11-28 at 18:29:50
bleh... ok so we can leave Blizz out of this then sad.gif !@#$%^&*

I seem to remember (some months ago... so not 100% sure) setting Patrol with the unknown of 9999 and after issuing an order to the AI controlled corsair to patrol, it couldn't patrol... It seems to be rather similar to AI Internal in terms of restriction, but not 100% sure how sad.gif
Report, edit, etc...Posted by BroodKiller on 2006-11-28 at 18:58:05
As for the AI Internal...maybe it's related to the Enabled/Disabled state of a unit? It's just a wild guess though
Report, edit, etc...Posted by TheNomad on 2006-11-28 at 20:43:46
Yeah, you can write that, I guess... I'll do more testing and suggest some stuff via PM, but I feel a bit uneasy about it since it only applies to preplaced units that are NOT the default 3 units (i.e. workers).
Report, edit, etc...Posted by BroodKiller on 2006-11-29 at 06:59:44
This property is not only about attacking. I changed it for the Ghost and tried - it couldn't move neither attack (I owned it), no matter whether with right-click or with buttons.
Another strange thing hapenned when I changed it for a marine. I had one of my own and approached a group of enemy marines - my unit did auto-attack them, while the enemy marines didn't do anything, which would hint that unit's ownership matters as well. There are the AI orders for both the player and the computer so maybe it has to do with them?
Report, edit, etc...Posted by Kookster on 2006-11-29 at 07:52:54
There are the AI orders for both the player and the computer so maybe it has to do with them? Thats what I was thinking too. It seems alot of things point to that.

Also a question about buildings with rally points. Is rally points some sort of script or something I dont know, cause my new buildings cant have rally points, unless they had one previously.
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 09:53:51
I just had a talk about that with DoA some days ago and he said it's hardcoded.
(that is why the right click says "movement" which is meant for flying buildings, but at the same time makes rallies while landed).
Report, edit, etc...Posted by DiscipleOfAdun on 2006-11-29 at 13:40:23
Yes, rally's are hardcoded.

The 65535/-1 values in units.dat, weapons.dat, tech_data.dat, and upgrades.dat are used when maps have data that over-writes the default data. It's internally used...don't remember if changing it does anything.

If I get time(I'm actually busy...what with finals coming up in a couple of weeks...), I can try to re-look at ai-internal.
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 15:04:29
Something like "if it isn't 65535, then load the map data instead of the default" ?
Report, edit, etc...Posted by BroodKiller on 2006-12-02 at 04:56:53
Good news about the v1.4 update (I can't believe I am still updating this program tongue.gif) - I succesfully implemented DAT-association and command-line launching with a DAT file to load passed as parameter smile.gif
Right now I am working on implementing an option whether to load the double-clicked files into an already running instance of DatEd, or whether to launch a new one for this purpose. It's an idea just from my head, but would anyone like it?
Report, edit, etc...Posted by TheNomad on 2006-12-02 at 08:01:12
I think it is better to use drag and drop... this way you can select WHICH instance of DatEd uses it smile.gif

But that's jsut me happy.gif GL with the file asoc smile.gif
Report, edit, etc...Posted by Kookster on 2006-12-02 at 15:51:37
I agree with Nomad. Cause double click would be nice but sometimes you might want it to go to one or the other. Drag and drop you can control which one.

Good Work Bk!
Report, edit, etc...Posted by Doodle77(MM) on 2006-12-02 at 16:33:31
Plus you should have opening an MPQ with it act the same as Load MPQ
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-02 at 16:45:46
You mean have it associate MPQs with DatEdit instead of WinMPQ? I suppose you could do that as an option, but it seems a bit odd to my mind...
Report, edit, etc...Posted by TheNomad on 2006-12-02 at 16:55:46
Agreed with lord...


offtopic:
I just noticed my 1337 sig is gone... I've been sabotaged !!!112233
Report, edit, etc...Posted by Kookster on 2006-12-02 at 16:59:02
yeah no mpq assosiation, i use winmpq to input iscripts and other files to often.
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