Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: UnitID in briefings in SCMdraft2?
UnitID in briefings in SCMdraft2?
Jul 17 2019, 7:18 am
By: Tamamo-no-Bae  

Jul 17 2019, 7:18 am Tamamo-no-Bae Post #1



According to this thread: http://www.staredit.net/topic/9746/ it's possible to use the Merc biker portrait and unused flags, however I haven't been able to do so.
No matter how I input it, the trigger editor refuses to compile.

Here's what I've tried:
Code
Briefing("Player 1", "Player 2", "Player 3", "Player 4", "Player 5", "Player 6", "Player 7", "Player 8", "Player 9", "Player 10", "Player 11", "Player 12", "unknown/unused", "Current Player", "Foes", "Allies", "Neutral players", "All players", "Force 1", "Force 2", "Force 3", "Force 4", "unknown/unused (22)", "unknown/unused (23)", "unknown/unused (24)", "unknown/unused (25)", "Non Allied Victory Players"){
    Show Portrait("ID:6541", 0);
    Mission Objectives("\x010Explore the Unused units, sounds and other content and have fun.\x010");
    Wait(500000);
}

//-----------------------------------------------------------------//


How do I fix this?



None.

Jul 21 2019, 8:25 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

stab in the dark: too many trigger owners? Try using only "All Players"

another stab: Don't use the text triggers (where you need to compile) but create it using classic briefing editor.




Jul 21 2019, 9:05 pm Suicidal Insanity Post #3

I see you !

You are using the wrong syntax for numbers in text trigedit, try this: Show Portrait("Int:6541", 0);




Jul 24 2019, 4:44 am DaMnUFo0 Post #4



So how would the merc portrait look like in Remastered?
I guess it wouldn't look different.




Jul 25 2019, 10:58 am Tamamo-no-Bae Post #5



Alright so good and bad news.

The good news is, Suicidal Insanity's tip worked, I had no idea how to enter the syntax as I couldn't find documentation for it.
But it seems that every value above the normal just has a marine portrait from what I could see.



None.

Jul 26 2019, 2:47 pm Suicidal Insanity Post #6

I see you !

I'm fairly sure that the SC:R team fixed / blocked every buffer overflow they could find. They basically had to - knowingly leaving security vulnerabilities in the code is a no-go.




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Symmetry -- poo poo papa
[02:46 pm]
lil-Inferno -- pee pee child
[2026-6-27. : 6:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
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