---Okay, so i made a new GRP for the mutalisk, it has 5 frame groups and works fine. I changed the hydralisk to be exactly like the muta (for the ups) and so now the unit, flingy, and iscript are all the same. (Except in graphics, hydra uses hydra grp.) my problem is when i add new frames... Im trying to have a melee attack, and it works but it doesnt look very good without new frames. I added 3 new frame groups, so now there are 8 total. When i run the new frames in iscript it crashes, and i know alot of you probably think its my grp, so ill post it in attachemnts. To make sure the problem wasnt with the new frames, i copied out 17 of the new ones, and named them 0-16 and compiled them as a dropship grp, and it worked fine (that grp is also posted)
I thought it might be an log problem and i treid setting the hydra.log to have 136 frames, and then i tried removing the image link to the log but neither worked. I want the attack to pretty much be like a zerglings, but i dont know whats up.
heres my iscript for the hydra:
Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 029 Hydralisk (zerg\hydra.grp)
.headerstart
IsId 18
Type 12
Init HMutaliskInit
Death HMutaliskDeath
GndAttkInit HMutaliskGndAttkInit
AirAttkInit HMutaliskGndAttkInit
Unused1 [NONE]
GndAttkRpt HMutaliskGndAttkInit
AirAttkRpt HMutaliskGndAttkInit
CastSpell [NONE]
GndAttkToIdle HMutaliskGndAttkToIdle
AirAttkToIdle HMutaliskGndAttkToIdle
Unused2 [NONE]
Walking HMutaliskWalking
WalkingToIdle HMutaliskGndAttkToIdle
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
HMutaliskInit:
imgul 39 0 42 # MutaliskShad (zerg\mutalid.grp)
playfram 0x00 # frame set 0
waitrand 1 4
HMutaliskGndAttkToIdle:
playfram 0x00 # frame set 0
wait 2
playfram 0x11 # frame set 1
wait 2
playfram 0x22 # frame set 2
wait 2
playfram 0x33 # frame set 3
wait 2
playfram 0x44 # frame set 4
wait 2
goto HMutaliskGndAttkToIdle
HMutaliskDeath:
playsnd 942 # Zerg\Mutalid\ZMuDth00.WAV
imgol 41 0 0 # MutaliskDeath (zerg\zmuDeath.grp)
wait 1
end
HMutaliskGndAttkInit:
playsnd 113 # Bullet\zmuFir00.wav
playfram 0x55 # frame set 5
wait 1
playfram 0x66 # frame set 6
wait 1
playfram 0x77 # frame set 7
wait 1
attackwith 1
gotorepeatattk
goto HMutaliskGndAttkToIdle
HMutaliskWalking:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x44 # frame set 4
wait 1
goto HMutaliskWalking
# This header is used by images.dat entries:
# 029 Hydralisk (zerg\hydra.grp)
.headerstart
IsId 18
Type 12
Init HMutaliskInit
Death HMutaliskDeath
GndAttkInit HMutaliskGndAttkInit
AirAttkInit HMutaliskGndAttkInit
Unused1 [NONE]
GndAttkRpt HMutaliskGndAttkInit
AirAttkRpt HMutaliskGndAttkInit
CastSpell [NONE]
GndAttkToIdle HMutaliskGndAttkToIdle
AirAttkToIdle HMutaliskGndAttkToIdle
Unused2 [NONE]
Walking HMutaliskWalking
WalkingToIdle HMutaliskGndAttkToIdle
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
HMutaliskInit:
imgul 39 0 42 # MutaliskShad (zerg\mutalid.grp)
playfram 0x00 # frame set 0
waitrand 1 4
HMutaliskGndAttkToIdle:
playfram 0x00 # frame set 0
wait 2
playfram 0x11 # frame set 1
wait 2
playfram 0x22 # frame set 2
wait 2
playfram 0x33 # frame set 3
wait 2
playfram 0x44 # frame set 4
wait 2
goto HMutaliskGndAttkToIdle
HMutaliskDeath:
playsnd 942 # Zerg\Mutalid\ZMuDth00.WAV
imgol 41 0 0 # MutaliskDeath (zerg\zmuDeath.grp)
wait 1
end
HMutaliskGndAttkInit:
playsnd 113 # Bullet\zmuFir00.wav
playfram 0x55 # frame set 5
wait 1
playfram 0x66 # frame set 6
wait 1
playfram 0x77 # frame set 7
wait 1
attackwith 1
gotorepeatattk
goto HMutaliskGndAttkToIdle
HMutaliskWalking:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x44 # frame set 4
wait 1
goto HMutaliskWalking
---Next question, i am trying to make a gate for my walls, i made a grp whose frames are a sequence that the door lifts up. I am using the lift off command, and it works fine except the buidling itselft actually raises. Is there a way to change how much lift off actually lifts off? (lol i hope you can understand what im trying to say) i guess i could move the pictures down, but that might be kind of hard to sync them perfectly. I also set it so the buidling cant move, so its in one place.
I dont have to use lift off, but it works fine, i could probably use unit doors if i could have a button that toggles the state... Any ideas?
---Lastly im still working on giving the ultra a custom attacking spell. I want it to only beable to targer mechanical, and i dont care what spell i use (just not yamito or lockdown) my problem is that when i change the weapon for the spell, it doesnt do any damage and it can attack anything. (i only have ground and mechanical attack flags checked.) I tried copy and pasting the code from my lock down (which is a nuke) to the spell i was using and it did damage and only attacked ground and mechanical, but i only want it to beable to attack one target, and i cant get it to work. What do i need to do to make a spell do single damage?
None.