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[2016-6-11. : 1:35 pm]
lil-Inferno -- Nuh uh, I've made unfinished things that took more than an hour LMAO
[2016-6-11. : 1:34 pm]
Moose -- TBH tho, you've only made things that took less than an hour
[2016-6-11. : 1:33 pm]
lil-Inferno -- (fO_O)f <- o no it's le map stealing boogeyman O__^__O
[2016-6-11. : 1:32 pm]
lil-Inferno -- o no someone will steal your mapping secrets O____O
[2016-6-11. : 1:32 pm]
lil-Inferno -- y do ppl care about map protection in 2016 LMAO
[2016-6-11. : 12:39 pm]
Moose -- LoveLess
LoveLess shouted: USW? I despise ICCup.
Why tho?
[2016-6-11. : 12:36 pm]
Moose -- Dem0n
Dem0n shouted: How the fuck does the map just disappear after I saved it
FaRTy1billion
FaRTy1billion shouted: Dem0n I think windows does that sometimes
Nice OS LMAO
[2016-6-11. : 9:17 am]
O)FaRTy1billion[MM] -- Excalibur
Excalibur shouted: Apparently the Koreans have also developed a new type of protection that so far I've not found a way to break.
link to a map? there was a specific protection that SEN's map loader run on SEN's server couldn't open but the same code on my local machine opened fine ;o
[2016-6-11. : 7:52 am]
noobscrub -- dank
[2016-6-11. : 6:54 am]
iCCup.xboi209 -- The strongest map protector that I know of is StarCraft Map Cracker (SMC)
[2016-6-11. : 6:53 am]
iCCup.xboi209 -- I still recommend using StormLib for Chkdraft
[2016-6-11. : 6:34 am]
jjf28 -- well that uses more split sections than Chkdraft currently accounts for; so 4 now, gnite
[2016-6-11. : 6:20 am]
jjf28 -- coo
[2016-6-11. : 6:19 am]
trgk -- It uses storm.dll to open MPQ.
[2016-6-11. : 6:19 am]
trgk -- Just use dumbextractor on sfsrealm
[2016-6-11. : 6:17 am]
Excalibur -- I want to know how they do it, it'd be nice to be able to release maps with that sort of protection.
[2016-6-11. : 6:16 am]
jjf28 -- not necessarily, we'd need (or rather would be best off with) an MPQ loader that works the exact same way StarCraft does
[2016-6-11. : 6:16 am]
Excalibur -- So we'd need an unprotector based on SFMPQ in order to open them?
[2016-6-11. : 6:15 am]
jjf28 -- mm, there's some MPQ-level protection on those; would have to look into emulating the way SC opens MPQs (definitely not tonight, though I think SCs exact methods are available in SFmpq)
[2016-6-11. : 6:10 am]
Excalibur -- Sent jj.
[2016-6-11. : 6:08 am]
Dem0n -- smh fine
[2016-6-11. : 6:08 am]
LoveLess -- USW? I despise ICCup.
[2016-6-11. : 6:08 am]
Dem0n -- Nope, still fucked for me
[2016-6-11. : 6:08 am]
LoveLess -- I was too
[2016-6-11. : 6:08 am]
LoveLess -- It's been working for me
[2016-6-11. : 6:08 am]
Dem0n -- I'm unplugged
[2016-6-11. : 6:07 am]
Dem0n -- I can't log onto USEast
[2016-6-11. : 6:07 am]
LoveLess -- USE or bust
[2016-6-11. : 6:07 am]
LoveLess -- Dem0n
Dem0n shouted: LoveLess I'm in iccup
Just look anyway, there are some things that you need to take note of. Also, screw ICCup
[2016-6-11. : 6:06 am]
jjf28 -- unless they're pushing MPQs further it'll crumble :wob:
[2016-6-11. : 6:05 am]
jjf28 -- Excalibur
Excalibur shouted: Apparently the Koreans have also developed a new type of protection that so far I've not found a way to break.
gimme
[2016-6-11. : 6:05 am]
Dem0n -- Yeah I just tried unprotecting Hero of Gunner and I couldn't save it after unprotecting it LMAO
[2016-6-11. : 6:05 am]
Excalibur -- Apparently the Koreans have also developed a new type of protection that so far I've not found a way to break.
[2016-6-11. : 6:04 am]
Dem0n -- on*
[2016-6-11. : 6:04 am]
Dem0n -- LoveLess
LoveLess shouted: demon are you on bnet
I'm in iccup
[2016-6-11. : 6:03 am]
Dem0n -- I already figured it out LMAO
[2016-6-11. : 6:03 am]
LoveLess -- Dem0n
Dem0n shouted: How can I make the same computer player cast recall at multiple locations at (virtually) the same time? Is that possible?
http://www.staredit.net/sc1db/file/3522/
[2016-6-11. : 6:01 am]
LoveLess -- trgk
trgk shouted: They are units
See, ask the Korean and thou shall be purified.
[2016-6-11. : 6:01 am]
trgk -- They are units
[2016-6-11. : 6:00 am]
LoveLess -- Well, I am assuming they are just making a unit's graphic that of the sprite.
[2016-6-11. : 5:58 am]
jjf28 -- they could well be using units to make those flying-sprite-like-thingies
[2016-6-11. : 5:58 am]
jjf28 -- LoveLess
LoveLess shouted: But koreans
do you know their implementation details?
[2016-6-11. : 5:57 am]
jjf28 -- sprites are not by nature detectable with locations, to do so requires modifying executable code
[2016-6-11. : 5:56 am]
LoveLess -- But koreans
[2016-6-11. : 5:56 am]
jjf28 -- LoveLess
LoveLess shouted: I mean, I want to make a sprite. Then treat it like a unit. It will be moving around and needs to be detectable with locations.
sounds pretty pipe-dreamy, should start with a unit and make it more like a sprite
[2016-6-11. : 5:46 am]
LoveLess -- I mean, I want to make a sprite. Then treat it like a unit. It will be moving around and needs to be detectable with locations.
[2016-6-11. : 5:44 am]
LoveLess -- demon are you on bnet
[2016-6-11. : 5:34 am]
jjf28 -- LoveLess
LoveLess shouted: And the real question, is said sprite detectable?
by what? you can certainly look at the properties of a sprite with EUD conditions
[2016-6-11. : 5:33 am]
trgk -- flying blackhole
[2016-6-11. : 5:27 am]
Dem0n -- oh lmao I just needed more arbiters. silly me
[2016-6-11. : 5:26 am]
jjf28 -- I haven't smoothly done such a thing, you could insert a sprite straight into the list by changing pointers around (with EUDs), then change its location every frame; to make it smooth you'd probably start with a flying unit, replace its sprite, work out a buncha kinks till it does the flying you want
[2016-6-11. : 5:26 am]
Dem0n -- idk then LMAO
[2016-6-11. : 5:26 am]
LoveLess -- and it worked fine
[2016-6-11. : 5:25 am]
Dem0n -- like right now I have two locations, and if I make two separate run ai script actions for the two locations, it only casts recall at one location
[2016-6-11. : 5:25 am]
LoveLess -- Wish I had that old map, but I had around a dozen arbiters and they were constantly recalling like 4-5 locations at any time.
[2016-6-11. : 5:25 am]
Dem0n -- it like only picks one location to run it or something
[2016-6-11. : 5:25 am]
LoveLess -- Dem0n
Dem0n shouted: How can I make the same computer player cast recall at multiple locations at (virtually) the same time? Is that possible?
Just run the ai command at another location...?
[2016-6-11. : 5:24 am]
Dem0n -- How can I make the same computer player cast recall at multiple locations at (virtually) the same time? Is that possible?
[2016-6-11. : 5:24 am]
LoveLess -- And the real question, is said sprite detectable?
[2016-6-11. : 5:23 am]
LoveLess -- jjf28
jjf28 shouted: yep
How master.
[2016-6-11. : 5:23 am]
jjf28 -- yep
[2016-6-11. : 5:23 am]
Dem0n -- Yeah I am moving units with it
[2016-6-11. : 5:22 am]
LoveLess -- So I can make a sprite, then make it move/fly?
[2016-6-11. : 5:22 am]
jjf28 -- you can make sprites without making a unit; can't strip all the unitness from an actual unit
[2016-6-11. : 5:22 am]
LoveLess -- So, yes to move units or no, just animation? That statement could literally mean either lmao
[2016-6-11. : 5:20 am]
Dem0n -- nah I'm just using the recall animation to act as a portal
[2016-6-11. : 5:20 am]
LoveLess -- So jj, we can make units into just a sprite right? Like say, make a walking Lockdown sprite?
[2016-6-11. : 5:19 am]
LoveLess -- Dem0n
Dem0n shouted: Will continuously casting recall at a location slow down the game?>
I noticed this before in maps where I was using recall for an animation and it certainly does. Are you actually recalling units with them? If not, just throw them over water, not null terrain or some kind of other unwalkable terrain. For some reason that helped my map
[2016-6-11. : 5:19 am]
jjf28 -- r:ex:t
[2016-6-11. : 5:17 am]
Excalibur -- I have returned victorious from the west coast. :ex:

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