Staredit Network

Staredit Network -> Concepts -> More reasearch needed about hyper units
Report, edit, etc...Posted by Tearshed on 2005-05-31 at 04:02:59
What unit ID box?
user posted image
Report, edit, etc...Posted by scwizard on 2005-05-31 at 15:42:48
the box where it says "Unit Type: 0"
ZEEKY BOOGY DOOG!!!!!!!
Report, edit, etc...Posted by Tearshed on 2005-05-31 at 18:36:17
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
*world explodes*

Ah well the internet is safe. TY for helping
Report, edit, etc...Posted by kirby_star on 2005-05-31 at 19:49:25
I know that this is like an impossible chance but if one of you could find a hyper unit that is a battlecruiser with interceptors that would be really nice! or perhaps you know a trigger to do that so that it looks realistic other than a cloaked carrier following the battlecruiser... Or perhaps a custom mod.

anyways: ZEEKY BOOGY DOOG!!!!!!!
Report, edit, etc...Posted by LethaL on 2005-05-31 at 19:56:50
Kirby, just have a carrier attack something in an area off-screen and move the interceptors to a location following the Battlecruiser. smile.gif
Report, edit, etc...Posted by Medieval_Massacre on 2005-05-31 at 21:42:14
Ok, just finished lookin at all 6 pages of this thing...any other units you want me to test? What numbers?

Hey for some reason its not teh same as what you guys have been sayin. Are you using starforge v 2.2 on sc or what?
Report, edit, etc...Posted by MarcX on 2005-06-01 at 05:38:24
Can someone create a map of static and dynamic memory blocks in starcraft, and include how they are addressed (EBX * constant + constant, is an example of what I mean with how addressed). Thanks.

BTW, I don't know what I'm talking about, please fix my terminology etc, I'm a newbie still at coding and stuff. I learn fast though, you'll find me an easy student to work with ;p
Report, edit, etc...Posted by scwizard on 2005-06-01 at 16:37:15
MEET FLOPPY BLAH(thats the word that makes the world blow up, zeeky boggy doog cause a nuclear explosion)
i have no idea what youre taalking about but anyway i think u mean what dk said
QUOTE(dk)
QUOTE

EDIT: Then how will you explain the random effects?

Buffer overflow. Example: Say the number of upgrades comes right after the unit HP. There are only 228 registered units. Now say unit 229 was viewable and selectable. It will have 0 HP until you upgrade Terran Infantry Armor. Once you upgrade that, it will have a max of 1 hp. It's just how it works. It does the same thing for every unit, sprite, image, player, etc. In 1.11b I determined that a certain player's alliance will be affected by the number of pauses the 8 players have left. It worked. I did the same for extended player deaths and the technologies available for the 8 players. Random testing showed that it was consistant.

But there's more work involved to get the addresses of values from units.dat, images.dat, flingy.dat, sprites.dat, and iscript.bin.

Report, edit, etc...Posted by kirby_star on 2005-06-02 at 00:43:14
QUOTE(LethaL @ May 31 2005, 04:56 PM)
Kirby, just have a carrier attack something in an area off-screen and move the interceptors to a location following the Battlecruiser. smile.gif
[right][snapback]222392[/snapback][/right]


they wouldn't attack though, and for a galia cruiser or space pirate type starship game, I would need to teleport and would they still move there and attack after I teleport them there? and what do you mean by offscreen? off the whole map? how do you do that?!

ZEEKY BOOOGY DOOOG
Report, edit, etc...Posted by Medieval_Massacre on 2005-06-02 at 01:02:56
lol sorry man it doesnt work i tried it. The interceptors have the need of attacking near the carrier, even if you do the issue order to attack trigger. But i figured out a different funny trigger in a different thread chekc it out
Report, edit, etc...Posted by Tearshed on 2005-06-02 at 05:46:14
Can you guys stop saying the zeeky word *hides in a corner shaking, worrying the world will blow up any minute*
Report, edit, etc...Posted by scwizard on 2005-06-02 at 16:39:50
stop posting on my account doodle!!!
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