Valhalla Legends Forums Archive | Advanced Programming | project fesibility

AuthorMessageTime
thetempest
Hey,

This if for all you diehard SC fans. I'm instrested in creating a hack to mimick the Warc3 Map ping. Now, only the people that use this hack/plugin whatever, will be able to see the ping.

I would have to create a protocol:
byte: color
bye: playerIDNumber
DWORD: XCORD
DWORD: YCORD

as well as a function to draw a circle on the minimap, which would require low level bitblits and the address of the SC back/primary buffer.

Is there anything else that i missed? and is anyone else intrested in this?

Thanks
December 4, 2003, 4:37 AM
Skywing
I think it would be a better idea to use the built-in minimap ping function.
December 4, 2003, 5:00 AM
thetempest
good idea, i forgot about the square box ping :)

i'll look into that
December 4, 2003, 6:56 PM
St0rm.iD
You'd need to figure out how to CALL the minimap ping. Then you'd have to figure out how to hook the mouse to access. Finally, you'd need a reliable but UDP-based protocol which can grab the addresses of the players out of StarCraft's memory.
December 4, 2003, 8:24 PM
Skywing
[quote author=St0rm.iD link=board=23;threadid=4067;start=0#msg33651 date=1070569468]
You'd need to figure out how to CALL the minimap ping. Then you'd have to figure out how to hook the mouse to access. Finally, you'd need a reliable but UDP-based protocol which can grab the addresses of the players out of StarCraft's memory.
[/quote]
I think the idea is to extend the in-game protocol itself.
December 4, 2003, 9:07 PM
St0rm.iD
[quote author=Skywing link=board=23;threadid=4067;start=0#msg33659 date=1070572024]
[quote author=St0rm.iD link=board=23;threadid=4067;start=0#msg33651 date=1070569468]
You'd need to figure out how to CALL the minimap ping. Then you'd have to figure out how to hook the mouse to access. Finally, you'd need a reliable but UDP-based protocol which can grab the addresses of the players out of StarCraft's memory.
[/quote]
I think the idea is to extend the in-game protocol itself.
[/quote]

Extremely difficult.
December 4, 2003, 9:18 PM
Kp
[quote author=St0rm.iD link=board=23;threadid=4067;start=0#msg33663 date=1070572722]
[quote author=Skywing link=board=23;threadid=4067;start=0#msg33659 date=1070572024]I think the idea is to extend the in-game protocol itself.[/quote]Extremely difficult.[/quote]

Not at all. Extensions to the in-game protocol came up as a possible development in vL more than a year ago, but I don't believe we ever had time to do much with it. It's very possible, and pretty easy if you know how to add data to the outbound stream.
December 4, 2003, 10:36 PM
St0rm.iD
What if the other end doesn't run it?

Does SC just ignore packets with an ID it can't handle?
December 4, 2003, 11:04 PM
Kp
[quote author=St0rm.iD link=board=23;threadid=4067;start=0#msg33692 date=1070579072]
What if the other end doesn't run it?[/quote]

Then why would you send it if they don't recognize it?
December 4, 2003, 11:11 PM
thetempest
no,

the idea is that only people who had the hack running would recognize it.

yes storm.ID, starcraft just ignores packets it doesn't understand...

most recv() blocks for games look like this:

[code]
GENERAL_PACKET *gen_packet;
while(recv)
{
recv = recv(socket,address,len);
gen_packet = (GENERAL_PACKET*) address

switch(gen_packet->packetID)
{
default:
break;
}

}
[/code]
December 5, 2003, 9:57 PM

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