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Pages: < 1 « 1133 1134 1135 1136 11373571 >

[2016-12-26. : 7:30 am]
Pr0nogo -- hey if you wanna
[2016-12-26. : 7:30 am]
Pr0nogo -- but for what i need it serves its purpose
[2016-12-26. : 7:30 am]
O)FaRTy1billion[MM] -- I guess I can try still though since I already got this far xD
[2016-12-26. : 7:30 am]
Pr0nogo -- although obviously less customisable
[2016-12-26. : 7:30 am]
Pr0nogo -- yeah it works 100% this way and is less work
[2016-12-26. : 7:29 am]
O)FaRTy1billion[MM] -- honestly that is probably the best solution. I added EXE edits for changing the unit the timer was applied to, except I have no idea if it would be active for that unit or if there is a whole huge rabbit hole of EXE edits to switch around which unit has the expiration timer
[2016-12-26. : 7:27 am]
O)FaRTy1billion[MM] -- oh, so you don't need the EXE edit now?
[2016-12-26. : 7:25 am]
Pr0nogo -- yeah it worked fine, only change i have to make is swapping their wireframes
[2016-12-26. : 7:22 am]
Pr0nogo -- and makes the broodling a regular unit with no expiration
[2016-12-26. : 7:22 am]
Pr0nogo -- gives the devouring one the broodling expiration
[2016-12-26. : 7:22 am]
Pr0nogo -- im pretty sure just changing the spawned unit ID in the EXE edit back to normal and then swapping the dat edits for the current broodling and the current devouring one will fix my problem
[2016-12-26. : 7:21 am]
O)FaRTy1billion[MM] -- the only problem is I'm not sure how FG works with changing the fgd, or if you can just replace the one in a project and have it be ok
[2016-12-26. : 7:21 am]
Pr0nogo -- wait what are you adding?
[2016-12-26. : 7:19 am]
O)FaRTy1billion[MM] -- ok, I have two new addresses to add then
[2016-12-26. : 7:19 am]
Pr0nogo -- thanks for your help
[2016-12-26. : 7:17 am]
Pr0nogo -- so i'll just do that
[2016-12-26. : 7:17 am]
O)FaRTy1billion[MM] -- I think there was an EXE edit to change that, but I don't know if the timer would be active
[2016-12-26. : 7:17 am]
Pr0nogo -- which i guess would solve all these problems
[2016-12-26. : 7:16 am]
O)FaRTy1billion[MM] -- oh, right, looking at the spawn broodling thing it had checks for if unit ID == broodling
[2016-12-26. : 7:16 am]
Pr0nogo -- i was actually trying to make that happen but couldn't, i think i would have to replace the broodling unit with the devouring one unit
[2016-12-26. : 7:16 am]
Pr0nogo -- no
[2016-12-26. : 7:16 am]
Pr0nogo -- it's whatever is easiest for you while also making sure that the functionality i'm looking for is there, which is why i offered to pay
[2016-12-26. : 7:16 am]
O)FaRTy1billion[MM] -- does the devouring one expire?
[2016-12-26. : 7:15 am]
Pr0nogo -- spawn broodling was changed to spawn a single devouring one and deal flat damage on the target unit
[2016-12-26. : 7:15 am]
O)FaRTy1billion[MM] -- I could dig more to find a way to disable it, but that would require a lot more searching
[2016-12-26. : 7:15 am]
Pr0nogo -- They aren't spawned via spawn broodling anymore, they just exist as regular units
[2016-12-26. : 7:15 am]
Pr0nogo -- so we can make that the default case
[2016-12-26. : 7:15 am]
O)FaRTy1billion[MM] -- basically what I'm thinking would be copying that
[2016-12-26. : 7:15 am]
O)FaRTy1billion[MM] -- with Create Unit (or Create Unit with Properties -- I forget which), they have 0 energy and don't expire
[2016-12-26. : 7:14 am]
Pr0nogo -- really? I assumed that just made them die immediately
[2016-12-26. : 7:14 am]
O)FaRTy1billion[MM] -- actually I think this won't remove it, it would probably just make it so they have the 0 energy that makes them not die
[2016-12-26. : 7:07 am]
O)FaRTy1billion[MM] -- oh I see it
[2016-12-26. : 7:06 am]
Pr0nogo -- or as a part of it
[2016-12-26. : 7:06 am]
Pr0nogo -- underneath that
[2016-12-26. : 7:06 am]
Pr0nogo -- so 32 is fine
[2016-12-26. : 7:06 am]
Pr0nogo -- spawn broodlings is entry 31
[2016-12-26. : 7:05 am]
O)FaRTy1billion[MM] -- where do I put it in the tree? That's apparently a thing I have to do
[2016-12-26. : 7:04 am]
Pr0nogo -- so 10 dollars sounds good?
[2016-12-26. : 7:02 am]
O)FaRTy1billion[MM] -- I remembered seeing it from disassembling the create unit functions
[2016-12-26. : 7:01 am]
O)FaRTy1billion[MM] -- it wasn't work, it was something I already had done (which is how I found it so fast) xD
[2016-12-26. : 7:01 am]
Pr0nogo -- how much do you want for the work
[2016-12-26. : 7:01 am]
Pr0nogo -- let's see if we can do that then
[2016-12-26. : 7:00 am]
O)FaRTy1billion[MM] -- I think FG EXE edits are just in a txt file
[2016-12-26. : 7:00 am]
Pr0nogo -- is there a way to do it without writing a plugin?
[2016-12-26. : 7:00 am]
O)FaRTy1billion[MM] -- a whole plugin for 1 exe edit seems silly
[2016-12-26. : 6:59 am]
O)FaRTy1billion[MM] -- I can either try to add an FG exe edit to make it so you can set the unit ID (set it to something > 227 to make no unit have it), or replace the jump to always jump (removing the timer from every unit)
[2016-12-26. : 6:58 am]
O)FaRTy1billion[MM] -- looks like we can't just NOP the jump, because it jumps if it's not broodling
[2016-12-26. : 6:57 am]
O)FaRTy1billion[MM] -- 0x4CD5BC is the opcode address that checks if unit type == broodling to set the timer, the unit ID is 1 byte at 0x4CD5C0
[2016-12-26. : 6:56 am]
Pr0nogo -- thanks again
[2016-12-26. : 6:55 am]
Pr0nogo -- no rush
[2016-12-26. : 6:55 am]
O)FaRTy1billion[MM] -- ... old laptop is taking forever to load olly. I haven't transferred all this to new laptop
[2016-12-26. : 6:54 am]
O)FaRTy1billion[MM] -- I found the function, I'm trying to find the address
[2016-12-26. : 6:53 am]
Pr0nogo -- this is america
[2016-12-26. : 6:53 am]
Pr0nogo -- you mean i can't throw money at you to make you smarter
[2016-12-26. : 6:53 am]
O)FaRTy1billion[MM] -- I'm not sure how to add FG exe edits
[2016-12-26. : 6:51 am]
Pr0nogo -- ty
[2016-12-26. : 6:50 am]
O)FaRTy1billion[MM] -- one sec, I'm seeing if I can find it
[2016-12-26. : 6:50 am]
Pr0nogo -- i'll pay you to write the plugin
[2016-12-26. : 6:49 am]
Pr0nogo -- none of the EXE edits were useful for that so I assumed it was somewhere else
[2016-12-26. : 6:49 am]
O)FaRTy1billion[MM] -- could probably be done with a plugin to force them to not have it
[2016-12-26. : 6:49 am]
O)FaRTy1billion[MM] -- I think it only happens with certain triggers (I don't remember if it's create unit with properties or what)
[2016-12-26. : 6:47 am]
Pr0nogo -- does manually setting broodling energy to 100% stop them from dying? can't find a way to remove that functionality from them (they're a regular unit in my mod)
[2016-12-26. : 6:25 am]
Pr0nogo -- IskatuMesk
IskatuMesk shouted: useweapon is basically attackmelee in that it spawns a weapon on the point and won't take 3x3 afaik
thanks
[2016-12-26. : 5:07 am]
O)FaRTy1billion[MM] -- also, I forgot that was a thing you can do
[2016-12-26. : 5:07 am]
O)FaRTy1billion[MM] -- so I can just copy+paste my old bw folder
[2016-12-26. : 5:06 am]
Dem0n -- why wouldn't you just download it from battle.net O_O
[2016-12-26. : 5:06 am]
O)FaRTy1billion[MM] -- cool, win10 can mount ISOs, so I didn't even need to find my SC/BW discs
[2016-12-26. : 4:54 am]
IskatuMesk -- shows how ignorant you are :3
[2016-12-26. : 4:53 am]
Dem0n -- to be fair*, not tbh smh
[2016-12-26. : 4:53 am]
Dem0n -- tbh I don't think anyone is watching your like 3 hour long podcasts LMAO

Pages: < 1 « 1133 1134 1135 1136 11373571 >


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