You can detect text, so I'd guess yes.
None.
Yes you can, but you would have to check for the whole "<From:Name" string as well if you wanted it to work for just your whisper. Otherwise just detecting "<From:" would work for all whispers.
None.
Another thing that would be worth trying is seeing if you could get P9-11 working as neutral computer players. While looking at the memory location list I found this:
0057F1D4 Player Vision (4 * 12)
I would if someone could find out how to turn on/off vision for these players. I heard the reason they act as they do is due to a lack of self-vision. If you turned on vision for P9, would it work like a comp in say, a diplo or RPG, sit there but attack when provoked?
None.
You could always try to do that with sprites since they can work like extended actions.
I'm still slightly confused
None.
You could always try to do that with sprites since they can work like extended actions.
I'm still slightly confused

I'm more than slightly confused.
None.
Extended Sprites write information to addresses. I've never really discovered a formula, but it should be apparent that it works since that's how 2x game speed and tile distortion is done. You can preplace a sprite and it could activate the player's vision -- in theory.
How then do EUD's have no bounds...?
EUDs have no bounds! You can read any value in memory. Also, you wont need to put in weird unit IDs... though you will need to put in weird player IDs.
UnitID = 0 (So that you don't have to factor in 48*Unit ID.)
Player = (Address - Death Table Start) / 4 (This can be negative.)
Extended locations didn't work when I tried them in Move Location.
Can any person talk on this in more detail on how to use please.
None.
I want to check address 0x500000. For simplicity, lets say the dt starts at 0x100000 (it doesn't). Subract the first by the second and divide by 4. That gives you the player number you need to enter to check the value at 0x500000.
don't forget to use decimal.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Another thing that would be worth trying is seeing if you could get P9-11 working as neutral computer players. While looking at the memory location list I found this:
0057F1D4 Player Vision (4 * 12)
I would if someone could find out how to turn on/off vision for these players. I heard the reason they act as they do is due to a lack of self-vision. If you turned on vision for P9, would it work like a comp in say, a diplo or RPG, sit there but attack when provoked?
Judging by how they act, I'm guessing they'd be hostile.
None.
Does the UnitID have a limit to the number you can input?
I want to check address 0x500000. For simplicity, lets say the dt starts at 0x100000 (it doesn't). Subract the first by the second and divide by 4. That gives you the player number you need to enter to check the value at 0x500000.
so it is address - death table / 4 ("lets say the dt starts at 0x100000 (it doesn't)") for your example does this mean dt is death table start? Or what do you mean?
but Farty has not updated death table does any person know the 1.16.1 death table address? Is it differ from 1.16.0? How do you find death table yourself I have looked for tutorial.
a lot of thanks
None.
Check for changes of value for Player 1's deaths of terran marine. That is the first slot in the death table.
And yes, dt == death table start
Okay I made map with 5 marines i killed 1 searched "has changed" kill another has changed kill another etc etc, restarted map and re-did process. I got address 0x51C611 (5359121 decimal) Is this correct ?? and for my trigger I have
[TRIGGER]
[CONDITIONS]
[*]Deaths(P-280154, Exactly, 144, 0);
[/CONDITIONS]
[ACTIONS]
[*]KillUnit(Marine, P1);
[/ACTIONS]
[/TRIGGER]
But starforge has "P-280154" is unreconized. I tried editing the SF conditions file from "Condition Deaths(
Player Player, Comparison Comparison, Number Number, Number Unit)"
to "Condition Deaths(
Player Number, Comparison Comparison, Number Number, Number Unit)"
and that did not work still get unreconized so I tried "Condition Deaths(
Number Player, Comparison Comparison, Number Number, Number Unit)"
which would let me save trigger but it crashes when I create the game.
a lot of thanks for help
Post has been edited 1 time(s), last time on Feb 2 2009, 5:30 am by bugmenot.
None.
Access violation? Also the offset for deaths will always end in 0, 4, 8, or C. Try 0x58a344.
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okay I used that offset (which was the 1.16.0 one) new trigger is now
condition:
Deaths(P2786265, Exactly, 590, 0);
action:
KillUnit(Ghost,P1);
it still crashes. What value of offset should I be checking, first byte, or first 4 bytes? Trying either gives crash. 590 is decimal value of 4 bytes added together.
Exception info
Code: 0xc000000005 (yes access violation) Flags: 0x00000000
Record: 0x00000000000000 Address: 0x0000000046044c
in calculator i typed in offset, press minus key (-), then typed death table address, then divide by 4 and equal button (=) is this correct, or should it be offset, minus key, death table, equal key, and then divide by 4?
much gratitude for the help
None.
Extended Sprites write information to addresses. I've never really discovered a formula, but it should be apparent that it works since that's how 2x game speed and tile distortion is done. You can preplace a sprite and it could activate the player's vision -- in theory.
MOAR DETAILS PLEASE! How do you do 2x speed and stuff? I might try to find the formula if I knew how to do extended sprites.
And, tile distortion?
None.