In the end you still need to know the integer bounds, the alphabet and the encryption key. Without that this app is useless for cracking.
This isn't meant to crack anything. In fact, I am only interested in the compression aspect, so the .NET library does not contain any encryption functions. It's only meant to allow you use the Starcode compression outside of Starcraft for your own bank files. So yes, you will need to set the proper alphabet and bounds before compressing.
Hey guys, thanks so much for this library... we're using it with the multi-player version of YABOT to save space in the bank files. We also wanted to make an offline editor for our bank files, so we ported the Starcode library to .NET and I have attached it here if anyone is interested.
Does anyone happen to know which sound channel is used for the sound made when completing an objective? I thought I would ask before trying every channel one by one. Thanks!
Perfect, thanks! Are there any other triggers that only fire once per map, or is map initialization the only one?
Edit: wait that doesn't make sense. So are all global variables synchronized among all of the players? In other words, do I need to make every variable into an array in order to store different values for each player?
Example of what I want to do in theory (pseudo code):
Quick question: does the map initialization trigger fire once for the map itself, or once for each player?
I would expect it to fire for each player. But then, how do I get the player's number since the EventPlayer() is not active for the initialization trigger... or is it?
I would like to have a trigger that fires when ever a player used any ability command. To do this I am using the event:
Unit-AnyUnitisissuedanordertoAnyAbilityCommand
Within that trigger, I would then like to determine whether or not this is a "Train", "Build", or "Morph" ability, and if it is, get the unit that will be created by the ability command. It seems as if the functions are very limited when it comes to working with commands. Does anyone know how to do this?
I would like to create a database of build orders to load in and use as objectives in my map. To do this, it would be ideal if I could create my own game data catalog XML file and load in fields from it. Has anyone been able to create custom catalogs?
This would be especially nice as anyone from the community would be able to easily make contributions to the catalog file and then it could be re-packaged with the map very easily.
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After creating a repository for a project, there is a public and development URL. Is there a way to restrict all access to the Public URL?
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This isn't meant to crack anything. In fact, I am only interested in the compression aspect, so the .NET library does not contain any encryption functions. It's only meant to allow you use the Starcode compression outside of Starcraft for your own bank files. So yes, you will need to set the proper alphabet and bounds before compressing.
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Hey guys, thanks so much for this library... we're using it with the multi-player version of YABOT to save space in the bank files. We also wanted to make an offline editor for our bank files, so we ported the Starcode library to .NET and I have attached it here if anyone is interested.
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Does anyone happen to know which sound channel is used for the sound made when completing an objective? I thought I would ask before trying every channel one by one. Thanks!
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@khazr: Go @caspersc: Go
Perfect, thanks! Are there any other triggers that only fire once per map, or is map initialization the only one?
Edit: wait that doesn't make sense. So are all global variables synchronized among all of the players? In other words, do I need to make every variable into an array in order to store different values for each player?
Example of what I want to do in theory (pseudo code):
Does it instead need to be:
??
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Quick question: does the map initialization trigger fire once for the map itself, or once for each player?
I would expect it to fire for each player. But then, how do I get the player's number since the EventPlayer() is not active for the initialization trigger... or is it?
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Hopefully sooner than that... like in the next beta patch *fingers crossed*
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I've got my tickets :)
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I'm getting this problem as well... not sure what those "parent" statements mean either... It's giving me syntax errors on those lines.
Edit: It appears as if the variables only get marked with "parent" after you change the library ID.
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In the mean time, you can have the player enter the code in chat... at least that's one way (I think the only way right now) of getting text input.
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It seems to be not working in beta. The slider item does not work either.
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I would like to have a trigger that fires when ever a player used any ability command. To do this I am using the event:
Within that trigger, I would then like to determine whether or not this is a "Train", "Build", or "Morph" ability, and if it is, get the unit that will be created by the ability command. It seems as if the functions are very limited when it comes to working with commands. Does anyone know how to do this?
0
I would like to create a database of build orders to load in and use as objectives in my map. To do this, it would be ideal if I could create my own game data catalog XML file and load in fields from it. Has anyone been able to create custom catalogs?
This would be especially nice as anyone from the community would be able to easily make contributions to the catalog file and then it could be re-packaged with the map very easily.