I should totally edit Archon and take advantage of its two overlays. ;o
How do you plan to do that?
None.
Archon has two overlays... ;o And:
Sure, you can edit overlays as long as the overlays don't somehow start attacking.
Though science vessel would be cool 'cause it is air and has an overlay...
Also, just to specify, saying yes to being able to edit overlays means I can also change overlay grps?
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Also, just to specify, saying yes to being able to edit overlays means I can also change grps?
Yes...
Archon has two overlays... ;o And:
I meant, "How would you take advantage of that?"
None.
To make something look cool.
I'll go with Archon.
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Correct. Although FTS and I will give everything a lot more HP and modify stats for balancing. Now pick a unit!
Erwut.
Any information on just how much modifying there'll be?
I was considering Torrasque or Mojo for their super-high stats, but now I have to account for not necessarily having the most powerful base unit.
None.
Basically, each unit gets it's HP and shields multiplied by 10 (so it won't be a 1shot frenzy), then possibly lowered if the unit is
too OP. So not much.
Also, Torrasque wouldn't be that powerful due to not having an air attack...
None.
I presume that you could give it an air attack by replacing the attackwith command with the useweapon command.
None.
Crap. Is there any way to edit special palette effects in images.dat or graphics turns or am I stuck with what I have? ;o
If not, I will be fine.. I can just do more interesting things with those.
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I presume that you could give it an air attack by replacing the attackwith command with the useweapon command.
A. There'd be no sprite. You wouldn't do damage.
B. If you can't target it, you can't directly attack it. If it doesn't do splash, it can't indirectly hit. Torrasque would still be unable to hit air.
Also, Torrasque wouldn't be that powerful due to not having an air attack...
I can always hope that people ignore me long enough for any air-users to die. ;P
(so it won't be a 1shot frenzy)
Except that ( excepting Infested Terran = lul? ) nothing does more than 600 damage? Hardly anything beats even 60, and most heroes have >400 hp. If anything, all this does is exagerate the difference between, say, Devouring One and Farty's Godchon.
None.
@EzDay: But right now, if we didn't raise the HP, I could take out most heroes in a few seconds if they happen to get to near me when I have full energy. (Granted, the Arbiter is pretty crappy when it's out of/low on energy...)
@above: ... You'd die once you attack...
None.
I'm Marine/Raynor. Here's my entry:
SEKRET COAD
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 239 Marine (terran\marine.grp)
.headerstart
IsId 78
Type 12
Init MarineInit
Death MarineDeath
GndAttkInit MarineGndAttkRpt
AirAttkInit MarineGndAttkRpt
Unused1 [NONE]
GndAttkRpt MarineGndAttkRpt
AirAttkRpt MarineGndAttkRpt
CastSpell [NONE]
GndAttkToIdle MarineGndAttkToIdle
AirAttkToIdle MarineGndAttkToIdle
Unused2 [NONE]
Walking MarineWalking
WalkingToIdle MarineWalkingToIdle
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
MarineInit:
imgul 240 0 0 # MarineShad (terran\tmaShad.grp)
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
imgol 237 0 0
MarineWalkingToIdle:
playfram 0x44 # frame set 4
MarineLocal04:
waitrand 63 75
randcondjmp 25 MarineLocal00
randcondjmp 128 MarineLocal03
goto MarineLocal04
MarineLocal00:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
randcondjmp 192 MarineLocal01
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
wait 6
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
wait 6
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
goto MarineLocal02
MarineLocal03:
playfram 0x55 # frame set 5
wait 1
playfram 0x66 # frame set 6
wait 1
turnrand 3
wait 1
playfram 0x55 # frame set 5
wait 1
goto MarineWalkingToIdle
MarineLocal01:
wait 13
MarineLocal02:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto MarineWalkingToIdle
MarineDeath:
playsndbtwn 276 277 # Terran\MARINE\TMaDth00.WAV, Terran\MARINE\TMaDth01.WAV
setfldirect 0
playfram 0xdd # frame set 13
wait 2
playfram 0xde # frame set 13
wait 2
playfram 0xdf # frame set 13
wait 2
playfram 0xe0 # frame set 13
wait 2
playfram 0xe1 # frame set 13
wait 2
playfram 0xe2 # frame set 13
wait 2
playfram 0xe3 # frame set 13
wait 2
playfram 0xe4 # frame set 13
wait 2
lowsprul 236 0 0 # MarineDeath (terran\tmaDeath.grp)
wait 1
end
MarineGndAttkRpt:
wait 1
nobrkcodestart
playsnd 69 # Bullet\TMaFir00.wav
attackwith 1
attackwith 1
attackwith 1
nobrkcodeend
gotorepeatattk
ignorerest
MarineGndAttkToIdle:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto MarineWalkingToIdle
MarineWalking:
move 4
wait 1
playfram 0x55 # frame set 5
move 4
wait 1
playfram 0x66 # frame set 6
move 4
wait 1
playfram 0x77 # frame set 7
move 4
wait 1
playfram 0x88 # frame set 8
move 4
wait 1
playfram 0x99 # frame set 9
move 4
wait 1
playfram 0xaa # frame set 10
move 4
wait 1
playfram 0xbb # frame set 11
move 4
wait 1
playfram 0xcc # frame set 12
move 4
wait 1
playfram 0x44 # frame set 4
goto MarineWalking
Yeah, I'm not accepting that.
None.
Yeah, I'm not accepting that.
It's not against the rules. I call BS.
If I call Gantrithor, would both my interceptor and main unit recieve the health bonus?
And/or would my single interceptor be infinitely replacable?
None.
Yes. I will also make sure you can rebuild an interceptor at no cost and with minimal time.
None.
Crap. Is there any way to edit special palette effects in images.dat or graphics turns or am I stuck with what I have? ;o
If not, I will be fine.. I can just do more interesting things with those.
So is there no images.dat editing at all (such as Graphics Turns)?
What I have in mind is setting the archon energy to graphics turn and the archon body to no graphics turns...
Unless I can just swap the usage.
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Is it that important? Because if everyone did that, it would be a nightmare for me to put them all together.
And yes, units will be preplaced.
None.
It's just playing with flags... Even better would just to simply switch the archon sprites.dat entry from energy to the body. oshit... but the Clickable flag complicates that way...
Specific list of IDs and such == not so complicated?
Archon being is what moves based on direction and attacks, and then the energy is what is clicked ... It's quite backwards.
I might be able to do this with pure iscript... I'll play around.
Or I could just keep Archon similar to what it is ...
Post has been edited 1 time(s), last time on Jan 27 2009, 1:22 am by FaRTy1billion.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
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topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
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EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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so we can only have 1 ground, 1 air, and 1 spell? and we cant just stack a bunch of useweapons? can we attack with weapon aswell as using a spell at the same time?
None.