Staredit Network > Forums > Modding Assistance > Topic: Iscript problem?
Iscript problem?
Jan 17 2009, 6:48 pm
By: RoryFenrir  

Jan 17 2009, 6:48 pm RoryFenrir Post #1



i gues i lied about my last thread being my last, but you know how those things work with modding...

---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



---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.

Jan 18 2009, 2:15 pm RoryFenrir Post #2



no one? none of these questions?



None.

Jan 18 2009, 2:55 pm ForTheSwarm Post #3



2. For the gate, could you somehow use the Installation doodad door? Otherwise, I think you should modify the grp like you said.

3. Add domissiledmg to the spell's projectile's iscript.



None.

Jan 18 2009, 11:51 pm RoryFenrir Post #4



2. As i was saying, i could use the door if i could make a button in fg that disables and enables the door... but ill probably just do the ofset thing. It will just be alot of trail and error.

3. the projectile is the graphic right?



None.

Jan 19 2009, 12:43 am ForTheSwarm Post #5



3. Yeah.



None.

Jan 19 2009, 12:50 am RoryFenrir Post #6



1. im convinced that it is the GRP, but the grp has the frames... so i dont get it...

2. i think this is a no go, you can still land at different locations, so i dont think i can make a gate unless i can have a button that diables/enables...



None.

Jan 19 2009, 12:51 am ForTheSwarm Post #7



1. Delete each frame set from the iscript one by one to isolate the problem.



None.

Jan 19 2009, 12:57 am RoryFenrir Post #8



ive already isolated the problem, its any use of 0x55 , 0x66 , or 0x77. these are the new frames... im going to try my grp with other units, larva for example or civilian, to see if it is the crash. Maybe one of you can look at my grp and confirm that it is good, ive checked it over many times, and im convinced everything is there, but i know the problem is in the grps.



None.

Jan 19 2009, 1:02 am ForTheSwarm Post #9



This is a random guess, but maybe it's that space before the 113 in playsnd 113?

Also, if it's a melee attack, use attackmelee instead of attackwith.



None.

Jan 19 2009, 1:05 am RoryFenrir Post #10



ya i figured out the melee attack, i pretty copied all the attack code from zergling into the hydra, so now there isnt a space.



None.

Jan 19 2009, 4:45 am RoryFenrir Post #11



1. lol... well it turns out that i am just extremely stupid, figured out the problem... i copied ALL the iscript from muta, inculding the shadow part. the shadow of cource had normal muta... and the normal muta only has 5 frames... so yes, that answers my question completely, im glad that i found this out myself and one of you didnt have to tell me how much of a dumb ass i am lol. Oh well, it works, and it looks fricken sick.

2. Disable/enable button? is that possible? if it is this question is still up in the air, if not, well its a no go.

3. i still havent tested this. tomorrow!

thanks alot for all your help guys, i mean it, sorry im such a noob sometimes :)



None.

Jan 19 2009, 9:34 pm modmaster50 Post #12



2. I dont think there is an order you can tie to a button that opens/closes the door. As for the lift-off, I believe that it automatically raises the GRP. You could try setvertpos in the iscript to compensate for that though, but that would be hard to sync as you said.



None.

Jan 19 2009, 9:58 pm ForTheSwarm Post #13



Could you give the door a turret that moves up and down?



None.

Jan 19 2009, 10:06 pm RoryFenrir Post #14



then wouldnt it still be not walkable?



None.

Jan 19 2009, 10:24 pm ForTheSwarm Post #15



Oh, right. :><:



None.

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