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  1. #556
    givemhell's Avatar Active Member CoreCoins Purchaser
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    Reserved for top and added info, please try and keep this Quoted on the top of the next few pages to kinda kill off the asking for smarter AI and Lanplay,

    alot of people are asking about the smarter AI and Matchmaking/Lanplay
    these are the current problems/challenges we face in modification

    Originally Posted by CatsNimo View Post
    1. All maps - probably not going to happen. There are bits and pieces here and there, but the majority of those maps simply haven't been created or weren't included. I found some files referencing a battle between Arthas and Muradin (another tutorial level? or maybe a scrapped tutorial?), but it's very incomplete.

    2. Alternate costumes/mounts, choosing bot difficulty, choosing talents, choosing teammates/enemies: This shouldn't be very difficult once the file format is completely reversed because all of this is controlled by the map's MapScript.galaxy file. We first need access to the compiled StormMap files. They are currently compiled on the fly by Blizzard, so that process must be reverse engineered. After that's done, somebody would need to make a small tool to alter parts of the StormMap quickly - shouldn't be hard because the hex offsets will never change since the StormMap is static. Additionally, Ladik's libraries for MPQs also work for SC2Maps (and therefore almost certainly work for StormMaps). This will require time but not an -incredible- amount, so somebody will probably do it eventually.

    3. Online/LAN Play: I have no idea. It's going to require the file format to be fully reversed, just like #2, but it will also need much more work done, specifically to the exe. This may be nearly impossible because it would require somebody with a lot of skill and a lot of time to waste (only a small community will use a leaked alpha).


    Edit: With some serious tweaking, Heroes could be made to run in SC2 directly as a custom map. I'm doing a little work on it atm. I've recompiled a ton of bits and pieces of one of the maps and recreated it as an SC2Map. It loads, but again, need full reversal of file format to get all the models/textures - right now it's just a blank black map.

    https://i.imgur.com/imTFvix.png

    All Heroes files are already included - they get downloaded from the FTP and then combined into those massive data.000, data.001, and data.002 files. Accessing alternate costumes/mounts could probably be done with memory editing, but it would take a lot longer to get working than hero selection.
    Originally Posted by TOM_RUS View Post
    AI for your own team has higher difficulty.
    Code:
    //--------------------------------------------------------------------------------------------------
    // Trigger: Init Players
    //--------------------------------------------------------------------------------------------------
    bool gt_InitPlayers_Func (bool testConds, bool runActions) {
        int autoF4A3553F_ae;
        int autoF4A3553F_ai;
        int autoBC54A7AB_ae;
        int autoBC54A7AB_ai;
    
        // Variable Declarations
        int lv_indexPlayer;
    
        // Variable Initialization
    
        // Actions
        if (!runActions) {
            return true;
        }
    
        libGame_gv_players[1].lv_heroIndex = libStEx_gf_HeroIndex("Raynor");
        libGame_gv_players[2].lv_heroIndex = libStEx_gf_HeroIndex("Uther");
        libGame_gv_players[3].lv_heroIndex = libStEx_gf_HeroIndex("DemonHunter");
        libGame_gv_players[4].lv_heroIndex = libStEx_gf_HeroIndex("Nova");
        libGame_gv_players[5].lv_heroIndex = libStEx_gf_HeroIndex("Tyrael");
        libGame_gv_players[6].lv_heroIndex = libStEx_gf_HeroIndex("Diablo");
        libGame_gv_players[7].lv_heroIndex = libStEx_gf_HeroIndex("Arthas");
        libGame_gv_players[8].lv_heroIndex = libStEx_gf_HeroIndex("Illidan");
        libGame_gv_players[9].lv_heroIndex = libStEx_gf_HeroIndex("Malfurion");
        libGame_gv_players[10].lv_heroIndex = libStEx_gf_HeroIndex("WitchDoctor");
        autoF4A3553F_ae = 5;
        autoF4A3553F_ai = 1;
        lv_indexPlayer = 1;
        for ( ; ( (autoF4A3553F_ai >= 0 && lv_indexPlayer <= autoF4A3553F_ae) || (autoF4A3553F_ai <= 0 && lv_indexPlayer >= autoF4A3553F_ae) ) ; lv_indexPlayer += autoF4A3553F_ai ) {
            libAIAI_gf_HeroAISetAIDifficultyLevel(lv_indexPlayer, 4); // <- your team
        }
        autoBC54A7AB_ae = 10;
        autoBC54A7AB_ai = 1;
        lv_indexPlayer = 6;
        for ( ; ( (autoBC54A7AB_ai >= 0 && lv_indexPlayer <= autoBC54A7AB_ae) || (autoBC54A7AB_ai <= 0 && lv_indexPlayer >= autoBC54A7AB_ae) ) ; lv_indexPlayer += autoBC54A7AB_ai ) {
            libAIAI_gf_HeroAISetAIDifficultyLevel(lv_indexPlayer, 3); // <- enemy team
        }
        libCore_gv_tUTTalentsAutobuyOn = true;
        return true;
    }

    Originally Posted by givemhell View Post
    can we get this compiled? i do not have the hard drive space to even install a compiler...
    Originally Posted by TOM_RUS View Post
    No. To get working map we need all files. I only have galaxy scripts.
    i dont know what he was talking about when he said galaxy scripts. i thought it was the map at first but it seems to be a file type
    its clear were missing files or scripts in the stuff

    but there are 2 lines of code that are interesting [Doesn't mean it will work]
    Code:
            libAIAI_gf_HeroAISetAIDifficultyLevel(lv_indexPlayer, 3); // <- enemy team
        }
        libCore_gv_tUTTalentsAutobuyOn = true;
        return true;
    }
    Originally Posted by Kipx View Post
    I'm not a programmer at all, and this seems like a way to easy solution...but, can we not just change that 3 on the enemy team to a 4?
    Originally Posted by givemhell View Post
    i would of thought so but i think tom would of tried
    or he may of overlooked it
    Originally Posted by givemhell View Post
    id try it but i dont have the space or the things to start recompiling to test it either
    Originally Posted by CatsNimo View Post
    I don't have AI difficulty for you today (give it a week or two, it will happen), but I do have something amusing to play with.

    Change offset 0x02E251B2 to '2' (Byte) while in a game with Cheat Engine or a modified version of Tom's MapSwitcher.

    Heroes of the Storm Alpha!
  2. #557
    Kipx's Avatar Sergeant
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    Originally Posted by CatsNimo View Post
    I don't have AI difficulty for you today (give it a week or two, it will happen), but I do have something amusing to play with.

    Change offset 0x02E251B2 to '2' (Byte) while in a game with Cheat Engine or a modified version of Tom's MapSwitcher.
    Can someone translate that to simple/stupid for me, you're able to input that command while in game? how? Or is this a programming thing you input in the data files?

  3. #558
    Nyarly's Avatar ★ Elder ★ Lorekeeper of Exploration
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    Originally Posted by Kipx View Post
    Can someone translate that to simple/stupid for me, you're able to input that command while in game? how? Or is this a programming thing you input in the data files?
    1- Launch HoTS
    2- Launch CheatEngine
    3- Attach Play.exe to CE
    4- Add address manually : 02E251B2 (select Byte)
    5- Open MapSwitcher and patch the game
    6- Start the tutorial
    7- Put the value of the address to 2 in CheatEngine

    I didn't notice any change but i didn't play much with this. Gonna try more tonight.

  4. #559
    irongete's Avatar Member
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    Can you explain what this address do?

    thanks!

  5. #560
    Ultima1221's Avatar Private
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    DL doesnt work

  6. #561
    TOM_RUS's Avatar Legendary
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    Originally Posted by CatsNimo View Post
    I don't have AI difficulty for you today (give it a week or two, it will happen), but I do have something amusing to play with.

    Change offset 0x02E251B2 to '2' (Byte) while in a game with Cheat Engine or a modified version of Tom's MapSwitcher.
    All I noticed is different sounds for battle starting/ending and so on.

  7. #562
    rob122's Avatar Member
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    Originally Posted by TOM_RUS View Post
    All I noticed is different sounds for battle starting/ending and so on.
    But no changes at the AI?
    Thanks!

  8. #563
    CatsNimo's Avatar Active Member
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    Originally Posted by TOM_RUS View Post
    All I noticed is different sounds for battle starting/ending and so on.
    Yes. It changes the voiceover announcer from the Default to Abathur.

    RED TEAM FIRST BIOMASS

  9. #564
    Kaiser499's Avatar Master Sergeant
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    I wonder if they have more announcer voice overs.

  10. #565
    CatsNimo's Avatar Active Member
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    Originally Posted by Kaiser499 View Post
    I wonder if they have more announcer voice overs.
    Yes, but no others shipped with the alpha.

  11. #566
    CatsNimo's Avatar Active Member
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    Probably of 0 interest to anyone, but

    Player 1's AI Difficulty static is stored at Play.exe+281F71C aka offset 0x0301F71C.

    The value is distributed to it by generic code that distributes values all throughout the program, unfortunately. Maybe if you 'nop' a specifc segment of that it will leave the value alone and not override it when changed or something - that's beyond me.

    I know two other statics for AI difficulty, both bytes: 0x0301F8B3 and 0x0301FF0F. They both contain the value of 0 while no game is in progress and the value of the AI difficulty while the game is running

    I believe one of them is the AI difficulty for Player 6 and the other is the AI difficulty for the enemy team, but I'm not 100%, and I have no idea which is which.

    Also, the AI difficulty for the enemy team is useless - changing it does nothing. You want to find the pointer for the Player 6 AI difficulty. If you can change just 1 AI difficulty, you're miles closer.

    AI difficulty of enemy team is automatically calculated constantly based on the lowest AI value of the enemy team's players. To affect any real change, you must change the values of players 6-10.
    Last edited by CatsNimo; 02-25-2014 at 12:11 PM.

  12. #567
    Ehnoah's Avatar Elite User
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    @TOM_RUS just for notice, should it be able then to change map also with CheatEngine if you add: (Which type?)


    static readonly IntPtr PatchMapOffset1 = new IntPtr(0x0140DF60);
    static readonly IntPtr PatchMapOffset2 = new IntPtr(0x0140DF67);
    static readonly IntPtr PatchHeroOffset = new IntPtr(0x02E04E94);

  13. #568
    CatsNimo's Avatar Active Member
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    Yes, Ehnoah. Probably can change PatchMapOffset if you add 0x0140DF60 as string, and I know it can change 0x02E04E94 when added as 4 bytes (or byte or 2 bytes).

  14. #569
    Ehnoah's Avatar Elite User
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    02E04E94 for Hero Change working perfectly. But the other Address for Map Change not work (as Text, same not as Unicode) -> 0140DF60

    Dunno, may it just not work with CheatEngine.

  15. #570
    CatsNimo's Avatar Active Member
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    Meh, it's not important. It's easiest to just load TOM's program in Visual Studio and change the string and hit 'Debug'.

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