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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. : 12:36 pm] Moose -- Dem0nDem0n shouted: How the fuck does the map just disappear after I saved it FaRTy1billionFaRTy1billion shouted: Dem0n I think windows does that sometimes Nice OS LMAO[2016-6-11. : 9:17 am] O)FaRTy1billion[MM] -- ExcaliburExcalibur 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. : 6:54 am] iCCup.xboi209 -- The strongest map protector that I know of is StarCraft Map Cracker (SMC)[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. : 6:17 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. : 6:07 am] LoveLess -- Dem0nDem0n 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. : 6:05 am] jjf28 -- ExcaliburExcalibur 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. : 6:03 am] LoveLess -- Dem0nDem0n 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 -- trgktrgk shouted: They are units See, ask the Korean and thou shall be purified.[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 -- LoveLessLoveLess 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] jjf28 -- LoveLessLoveLess 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. : 5:34 am] jjf28 -- LoveLessLoveLess 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. : 5:26 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. : 5:25 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] LoveLess -- Dem0nDem0n 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. : 5:22 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] 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 -- Dem0nDem0n 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 |
Oh_Man