EUD problem
Jul 5 2011, 12:10 am
By: Mad  

Jul 5 2011, 12:10 am Mad Post #1



Hello,

I'm trying to grab the kill count for player A and subtracting 1 from it if it's ever higher than 0. The trigger works like charm up to the condition part, so I know I got the right address. Problem is on the next part, it ignores the subtracting action completely! Am I doing something awfully wrong or is it impossible to tweak with kill counts using EUDs? I'm using Cheat Engine and Farty1billion's EUD Trig to track kill count for player A.

Another issue with EUDs is that Scmdraft 2.0.8 doesn't seem to fancy them and won't let me manually edit the trigger code to high value player numbers, making it a pain in the ass to actually get the triggers in my map. Currently, I'm going through EUD Trig, then Staredit to import the triggers (since the feature doesn't seem to work on Starforge and is inexistent in Scmdraft 2), then I have to open the damn code and work on it back in Scmdraft, it's a long way. Is there any way I can disable the forced error-check from trigger editor in Scmdraft so I can input whatever I want instead of hopping through 3 different applications each time?

Lastly, I'm still learning to use EUDs, how can I find addresses for unit conditions like stim packed/ensnared/locked?

Any help is appreciated.

Post has been edited 1 time(s), last time on Jul 5 2011, 12:20 am by Mad.



None.

Jul 5 2011, 12:32 am Apos Post #2

I order you to forgive yourself!

1) If you are trying to change a unit ID with an action, it won't work unless you are using Farty's EUD Action Enabler.

2) In scmdraft, you can put the unit ID directly into the field by typing : "ID: " + [the number you want to put]. (Instead of writing Zerg Drone for example.)

3) To find those conditions, you will need external programs such as DatEdit. But since Farty did a very good job with his EUD database, you can also find them from there.




Jul 5 2011, 2:33 am Mad Post #3



Quote from Apos
1) If you are trying to change a unit ID with an action, it won't work unless you are using Farty's EUD Action Enabler.

I'm not sure what you mean by "unit ID", but I take there's very little you can actually do with EUDs if you can't directly use them to edit data.

Quote
2) In scmdraft, you can put the unit ID directly into the field by typing : "ID: " + [the number you want to put]. (Instead of writing Zerg Drone for example.)

That's handy. But presently, I'm at a lock with using player numbers outside normal range. EUD Trig mapped the address to player -8000 something's marine death counter. While I can read it, I can't seem to modify it.

Quote
3) To find those conditions, you will need external programs such as DatEdit. But since Farty did a very good job with his EUD database, you can also find them from there.

I couldn't find them on the database. Won't Cheat Engine do the trick?

--

I should've asked this before, do EUDs work for online maps as well? Or is it only local?

Post has been edited 1 time(s), last time on Jul 5 2011, 2:38 am by Mad.



None.

Jul 5 2011, 3:01 am Roy Post #4

An artist's depiction of an Extended Unit Death

Quote from Mad
Quote from Apos
1) If you are trying to change a unit ID with an action, it won't work unless you are using Farty's EUD Action Enabler.

I'm not sure what you mean by "unit ID", but I take there's very little you can actually do with EUDs if you can't directly use them to edit data.
First, you can't change a unit's ID with EUDs. UnitIDs simply tells you where the unit is in memory.

Second, there is actually a fair amount of use for EUD conditions, as you can detect several things that the regular trigger conditions cannot. For example, you can make a trigger that happens when someone selects a particular unit.

Quote from Mad
Quote from Apos
2) In scmdraft, you can put the unit ID directly into the field by typing : "ID: " + [the number you want to put]. (Instead of writing Zerg Drone for example.)

That's handy. But presently, I'm at a lock with using player numbers outside normal range. EUD Trig mapped the address to player -8000 something's marine death counter. While I can read it, I can't seem to modify it.
Apos is talking about EUDs, and you are talking about EPDs (Extended Player Deaths), which are different methods of accomplishing the same thing. You can't change EUD/EPD values without the action enabler.

Quote from Mad
Quote from Apos
3) To find those conditions, you will need external programs such as DatEdit. But since Farty did a very good job with his EUD database, you can also find them from there.

I couldn't find them on the database. Won't Cheat Engine do the trick?
Yes, Cheat Engine will work.

Quote from Mad
I should've asked this before, do EUDs work for online maps as well? Or is it only local?
Yes and no. This entirely depends on how the triggers are used. If you are using EUD Action Enabler, everyone playing will need to use it. As far as reading local vs global memory, I made a lengthy post on that a while back (in a Mac vs PC EUD topic):

Quote from Roy
I wish there was a post with an elaborate explanation on EUD synchronization, because this question (among several others) is asked frequently.
  • EUD conditions do not crash players; they can desynchronize the games, causing players to drop. The exception to this is EUD conditions that try to read an address that they can't read for whatever reason, which will crash all players as soon as the trigger is read (often at the very beginning of the map).
  • EUDs reading global memory (such as Unit HP) will not cause the game to lose synchronization regardless of the actions. The exception to this is PC and Mac users, as StarCraft's memory is allocated differently between the two operating systems.
  • EUDs reading local memory (such as Screen Position) and using local actions (such as Display Text) will not cause the game to lose synchronization, so no players will drop.
  • EUDs reading local memory (such as Screen Position) and using global actions (such as Create Unit) will cause the game to lose synchronization, so all players that the EUD ran for will desync from all players that the EUD did not execute for, essentially branching it into two separate games.

Mac vs PC stuff





Jul 5 2011, 3:31 am Apos Post #5

I order you to forgive yourself!

Seeing how you responded, it seems like it may be a good idea for you to not use them until you learn a bit more how EUDs work. You may end up trashing your map and losing a lot of time trying to achieve a result that appears very simple at first glance.

EUDs are not very complicated, but it may take a bit of time to get the hang of it.

Also:

Quote from Mad
I'm trying to grab the kill count for player A and subtracting 1 from it if it's ever higher than 0. The trigger works like charm up to the condition part, so I know I got the right address.
Isn't there a condition for kill count already? Why would you want to use EUDs for that?




Jul 5 2011, 3:51 am Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from Apos
Isn't there a condition for kill count already? Why would you want to use EUDs for that?
Yes, but there's no action to reset the kill count. This operation is most normally done with kill score (see Kills to Cash), or (if possible, although it usually isn't) through the death count of the opponent. Yet another alternative is to make several non-preserved triggers with increasing amount of kills in the conditions.

I would definitely check out the kill score method, from what I've gathered of your scenario.




Jul 5 2011, 4:50 am Mad Post #7



Quote from Apos
Isn't there a condition for kill count already? Why would you want to use EUDs for that?

There's no trigger to specifically handle kill counters. Best you can do is play with kill score, which isn't optimal, as there's no way to tell whether you got those 100 points from a Marine, a Probe or 2 Zerglings.

Quote from Roy
I would definitely check out the kill score method, from what I've gathered of your scenario.

Kill score falls slightly off the mark, there are many scenarios where they can't handle kill/action properly. Directly changing kill count would be the best option. That's why I started trying to use EUDs, but seeing they can only read addresses but are kept from directly changing them (or at very least some of them), they're useless. I see EUDs can be useful, but sadly they don't apply to my current project. I will push them aside for now.



None.

Jul 5 2011, 5:03 am TiKels Post #8



On that same link that roy posted, look up ' "Perfect" kills to cash ' it's a system that could be of use to you. It's drawbacks are that it requires a computer player that cannot get any kills of the types of units that you want to be giving rewards for.



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