Staredit Network > Forums > Modding Assistance > Topic: How do you add spider mines to other units?
How do you add spider mines to other units?
Jan 5 2009, 7:25 pm
By: ForTheSwarm  

Jan 5 2009, 7:25 pm ForTheSwarm Post #1



So I'm trying to give the firebat 3 spider mines. How do you do that?



None.

Jan 5 2009, 7:40 pm Biophysicist Post #2



I'd assume you'd just give it the Spider Mines button in FireGraft... If that doesn't work, look at the Vulture stuff. Or just disguise the Vulture/Raynor as a Firebat.



None.

Jan 5 2009, 7:50 pm ForTheSwarm Post #3



I gave the spider mines button, and compared it with the vulture stuff. I really don't want to switch the two unless it can't be helped.

I also checked the spidermines .exe edit, but I'm not sure what the second one does (space check ID).

Also, I have no clue how to use a plugin (LocUnlock to be exact) with Firegraft.



None.

Jan 5 2009, 7:57 pm Fyrinite Post #4



Space checks are when a unit is about to be created, it checks the location to see if there is enough space. It uses the unit dimensions to know if there is enough room. Spider mines is kinda hardcoded in who gets it.



None.

Jan 5 2009, 8:00 pm ForTheSwarm Post #5



Damnit... not even with .exe editing? :-(

Lots of copy-pasting for me to do then...

Also, I changed the requirements for using Lockdown and Personnel Cloaking, gave the firebat the buttons, made it a spellcaster+cloakable, and gave it a CastSpell iscript, but I still get an error message when I try to use either. What gives?

(also, my plugin question)



None.

Jan 6 2009, 2:27 am modmaster50 Post #6



You need to use the cloaking exe edits to enable cloaking on units that dont normally have it. The descriptions on those edits should tell you what they do. You can pick if you want non-default-cloaking units to use cloaking field or personnel cloaking based on the different edits.



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