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Search: Posts Made By: Heimdal
Forum: StarCraft Discussion 11-27-2006
Replies: 18
Views: 881
Posted By Heimdal
Re: Protection detection

Are you sure about Starforge and DD2? I'm pretty sure the SE-compatible saving mode writes it. I could be wrong cause it's been forever since I've looked at that code...but the SE-compatible mode...
Forum: StarCraft Discussion 11-27-2006
Replies: 18
Views: 881
Posted By Heimdal
Re: Protection detection

If the map is missing any optional sections, it's probably meant to be protected. PROT and GUPS sections are sure signs of protection (scmtoolkit and guedit, respectively). I don't know what the...
Forum: StarCraft Discussion 11-19-2006
Replies: 2
Views: 307
Posted By Heimdal
Re: WAV section

If I recall (and it's been a while...), SE needs three things in order to put a wav file in the sound window:

1. There has to be an entry in the WAV section that points to a valid string
2. The...
Forum: StarCraft Discussion 11-03-2006
Replies: 17
Views: 608
Posted By Heimdal
Re: where is the zergling attack sound located?

The zergling's prefix is zze. I'd expect the sound to be sound\zerg\zergling\zzehit00.wav or sound\bullet\zzehit00.wav

Edit: the sound isn't in either of those paths, but another thought occured...
Forum: StarCraft Discussion 11-01-2006
Replies: 17
Views: 608
Posted By Heimdal
Re: where is the zergling attack sound located?

zquhit is the sound for the glave wurm attack (for the mutalisk). The glave wurm used to be the queen attack, hence zqu.

There is a sound in the misc folder, zluhit. I think it's for the...
Forum: StarCraft Discussion 11-01-2006
Replies: 31
Views: 991
Posted By Heimdal
Re: What makes UMS maps lag?

It's been my experience that the biggest lag factor is the number of units on the map, especially if they're moving.
Forum: StarCraft Discussion 10-28-2006
Replies: 17
Views: 608
Posted By Heimdal
Re: where is the zergling attack sound located?

So...do you know what the path to it is?
Forum: StarCraft Discussion 10-24-2006
Replies: 17
Views: 608
Posted By Heimdal
Re: where is the zergling attack sound located?

The problem is, we're looking in the MPQ and it ain't there.

Good theory, spinesheath...It would be pretty funny if this was one of the 4-odd unknowns left in stardat.mpq...
Forum: StarCraft Discussion 10-23-2006
Replies: 17
Views: 608
Posted By Heimdal
Re: where is the zergling attack sound located?

Agreeing with spinesheath on this one, but I couldn't find it either. If anyone is good at iscript editing, could they have a look at the zergling attack and see what sound it's playing? That would...
Forum: StarCraft Discussion 10-20-2006
Replies: 146
Views: 8,005
Posted By Heimdal
Re: My own Starcraft editor project

C# is not faster than VB.NET. They both get compiled into MSIL (NOT NATIVE CODE).
Forum: StarCraft Discussion 10-18-2006
Replies: 4
Views: 288
Posted By Heimdal
Re: How to disable an SCV from repairing if u have 0 money?

Spinesheath is right here - The repair costs are proportional to the cost to build the unit. So make sure that's nonzero.
Forum: StarCraft Discussion 10-16-2006
Replies: 58
Views: 1,776
Posted By Heimdal
Re: STR section

As you guys may or may not know, I've been doing a little disassembly of SC lately. I just happened upon the string loading code the other day and I can confirm that SC does indeed simply read the...
Forum: StarCraft Discussion 10-16-2006
Replies: 146
Views: 8,005
Posted By Heimdal
Re: My own Starcraft editor project

Managed code is great if you use it for the right things.

Yes, you have to divide the minitile index by 2 to get the real index. If the original value was odd, then you also need to flip the tile...
Forum: StarCraft Discussion 10-14-2006
Replies: 35
Views: 1,054
Posted By Heimdal
Re: STR2 Section - For new map editors

Decent ideas, guys, but I think they are all too complicated. Proceri's is the best I've seen so far - use longs instead of shorts for the offsets. This allows you to actually use all 65535 strings...
Forum: StarCraft Discussion 10-13-2006
Replies: 35
Views: 1,054
Posted By Heimdal
Re: STR2 Section - For new map editors

If you have a better suggestion, go ahead and suggest it. But I think it would need to be something that everyone can do easily since there are so many new editor projects in the works (or at least...
Forum: StarCraft Discussion 10-13-2006
Replies: 35
Views: 1,054
Posted By Heimdal
STR2 Section - For new map editors

This idea dates way back to when concepts for Starforge were being brainstormed, but unfortunately it never made it into the program. Since a lot of people seem to be making editors lately, I'd like...
Forum: StarCraft Discussion 10-10-2006
Replies: 146
Views: 8,005
Posted By Heimdal
Re: My own Starcraft editor project

Just a comment...Using a constant for the number of weapons is a good idea, but any benefit you get from it is totally nullified by the fact you use "magic" numbers for the stream offset positions. ...
Forum: StarCraft Discussion 10-10-2006
Replies: 10
Views: 441
Posted By Heimdal
Re: linux map to chk

If you have access to the server, can't you run gcc?

I'll whip up something tonight if I have time.
Forum: StarCraft Discussion 10-10-2006
Replies: 10
Views: 441
Posted By Heimdal
Re: linux map to chk

Use Stormlib (zezula.net) - I'm pretty sure that works on linux.
Forum: StarCraft Discussion 10-09-2006
Replies: 13
Views: 507
Posted By Heimdal
Re: New EUD Method

Energy is there, at 0xA2.
Forum: StarCraft Discussion 10-08-2006
Replies: 161
Views: 12,054
Posted By Heimdal
Re: The CHK Editing and Reference Thread

Oh, interesting...You're right, but I was taking a different definition of "1.04" and "1.00." What you called "1.00" I would say are 1.04 because they have the extended sections. I would say that...
Forum: StarCraft Discussion 10-08-2006
Replies: 161
Views: 12,054
Posted By Heimdal
Re: The CHK Editing and Reference Thread

Then test it out yourself...make an empty map and save it, then add 64-plus locations and save it again and compare.
Forum: StarCraft Discussion 10-08-2006
Replies: 13
Views: 507
Posted By Heimdal
Re: New EUD Method

Patches don't mess with MPQ files...they can sometimes change the layout of things in memory. So yes, it is possible that a new patch can "break" the effects of these triggers. However I have...
Forum: StarCraft Discussion 10-08-2006
Replies: 6
Views: 317
Posted By Heimdal
Re: does this need a certain type of editor?

It's in the force properties editor. Of course, you'd need the 4 humans to be together on a single force, with no other players on it.
Forum: StarCraft Discussion 10-08-2006
Replies: 13
Views: 507
Posted By Heimdal
Re: New EUD Method

This method is only useful for accessing memory that falls between the player resources and the deaths table. You can go beyond the death table, but at that point it's no different from EUDs. ...
Forum: StarCraft Discussion 10-08-2006
Replies: 13
Views: 507
Posted By Heimdal
New EUD Method

This is mostly for people that don't read SEN regularly...I won't go into detail about it here but basically I've found a different way to do so-called "EUD" conditions, but starting from an earlier...
Forum: StarCraft Discussion 10-08-2006
Replies: 6
Views: 317
Posted By Heimdal
Re: does this need a certain type of editor?

Actually no switches are necessary. If you leave "randomize start location" then you can select one of the players at random easily. Assuming that each player has at least one unit pre-placed on...
Forum: StarCraft Discussion 10-07-2006
Replies: 161
Views: 12,054
Posted By Heimdal
Re: The CHK Editing and Reference Thread

You did miss something...there are two formats for 1.04; based on if the map has more than 64 locations or not.
Forum: StarCraft Discussion 09-18-2006
Replies: 8
Views: 421
Posted By Heimdal
That's an interesting find, actually. I wonder...

That's an interesting find, actually. I wonder if things like the number of pauses each player has left gets lost too.
Forum: StarCraft Discussion 09-09-2006
Replies: 8
Views: 421
Posted By Heimdal
I haven't done much testing on this subject, but...

I haven't done much testing on this subject, but I have played a complicated RPG (legend of haen) and saved and loaded several times. Everything worked out fine.
Forum: StarCraft Discussion 09-09-2006
Replies: 9
Views: 325
Posted By Heimdal
Probably not - the location of data in memory is...

Probably not - the location of data in memory is determined by the compiler, not blizzard directly. 1.14 represented a large change in the code base, and therefore a lot of things moved in memory.
Forum: StarCraft Discussion 09-09-2006
Replies: 9
Views: 325
Posted By Heimdal
Yeah, 1.14 moved a lot of stuff around.

Yeah, 1.14 moved a lot of stuff around.
Forum: StarCraft Discussion 09-08-2006
Replies: 9
Views: 325
Posted By Heimdal
I don't think there are any up-to-date tools for...

I don't think there are any up-to-date tools for 1.14 yet. I've been working on mapping the memory layout in 1.14, but progress is slow since I'm back at work. When I find something out I'll let...
Forum: StarCraft Discussion 09-07-2006
Replies: 9
Views: 325
Posted By Heimdal
Theoretically it should be possible...but there...

Theoretically it should be possible...but there are some caveats:

You would need to know the index of the corsair in the unit list (i.e. they have to be preplaced)
If there is more than one...
Forum: StarCraft Discussion 09-01-2006
Replies: 16
Views: 400
Posted By Heimdal
The easiest way to get the unit's index in the...

The easiest way to get the unit's index in the unit array is to open the map with SCM Toolkit - it shows the index of each unit in a list. As for the EUD trigger, it would take a bit of work to...
Forum: StarCraft Discussion 09-01-2006
Replies: 16
Views: 400
Posted By Heimdal
If you know the unit's index in the unit array...

If you know the unit's index in the unit array (this is usually only possible if you pre-placed the unit), you can use EUD triggers to detect when the weapon cooldown is > 0 (i.e. they just fired).
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