I added an overlay to an attack, but in my replay tests, the unit dies sometimes while in the middle of this attack and the overlay remains as well as the unit sometimes. Remind me what I need to do to correct this. Is it as simple as adding more time to the death routine before it "ends"? I can post the script if needed.
None.
Adding a wait would probabl fix it.
None.
OK thnx, how much wait? I added 40 and that didn't do the trick. I'm posting the script now, as I must be doing something elementary wrong here:
.headerstart
IsId 153
Type 21
Init DragoonInit
Death DragoonDeath
GndAttkInit DragoonGndAttkInit
AirAttkInit DragoonGndAttkInit
Unused1 [NONE]
GndAttkRpt DragoonGndAttkRpt
AirAttkRpt DragoonGndAttkRpt
CastSpell [NONE]
GndAttkToIdle DragoonWalkingToIdle
AirAttkToIdle DragoonWalkingToIdle
...
DragoonInit:
playfram 0x154 # 20
wait 2
DragoonWalkingToIdle:
playfram 0x165 # 21
wait 2
playfram 0x176 # 22
wait 2
playfram 0x187 # 23
wait 2
playfram 0x198 # 24
wait 2
playfram 0x1a9 # 25
wait 2
playfram 0x1ba # 26
wait 2
playfram 0x1cb # 27
wait 2
playfram 0x1ba # 26
wait 2
playfram 0x1a9 # 25
wait 2
playfram 0x198 # 24
wait 2
playfram 0x187 # 23
wait 2
playfram 0x176 # 22
wait 2
playfram 0x165 # 21
wait 2
goto DragoonWalkingToIdle
DragoonDeath:
playsnd 493 # PDrDth00.WAV
setfldirect 0
playfram 0x00 # 0
wait 1
lowsprul 490 0 0
wait 40
end
DragoonGndAttkInit:
playfram 0xaa # 10
wait 1
DragoonGndAttkRpt:
randcondjmp 32 Dragoon_Critical
randcondjmp 16 Dragoon_Doom
Dragoon_Norm:
nobrkcodestart
playfram 0x00 # 0
wait 1
playfram 0x11 # 1
wait 2
playfram 0x22 # 2
wait 3
playfram 0x33 # 3
wait 4
playfram 0x44 # 4
wait 6
attackwith 1
playfram 0x55 # 5
wait 2
playfram 0x66 # 6
wait 1
playfram 0x77 # 7
wait 1
playfram 0x88 # 8
wait 1
playfram 0x99 # 9
wait 1
playfram 0xaa # 10
wait 1
Dragoon_AttkEnd:
nobrkcodeend
gotorepeatattk
ignorerest
goto DragoonWalkingToIdle
Dragoon_Critical:
nobrkcodestart
imgol 230 0 -55
playfram 0x00 # 0
wait 1
playfram 0x11 # 1
wait 2
playfram 0x22 # 2
wait 3
playfram 0x33 # 3
wait 4
playfram 0x44 # 4
wait 8
attackwith 2
playfram 0x55 # 5
wait 2
playfram 0x66 # 6
wait 1
playfram 0x77 # 7
wait 1
playfram 0x88 # 8
wait 1
playfram 0x99 # 9
wait 1
playfram 0xaa # 10
wait 8
goto Dragoon_AttkEnd
Dragoon_Doom:
nobrkcodestart
imgol 918 0 -55
playfram 0x00 # 0
wait 1
playfram 0x11 # 1
wait 1
playfram 0x22 # 2
wait 1
playfram 0x33 # 3
wait 1
playfram 0x44 # 4
wait 1
playfram 0x55 # 5
wait 1
playfram 0x66 # 6
wait 1
playfram 0x77 # 7
wait 1
playfram 0x88 # 8
wait 1
playfram 0x99 # 9
wait 1
playfram 0xaa # 10
wait 25
goto Dragoon_AttkEnd
Post has been edited 3 time(s), last time on Feb 10 2009, 5:07 am by bajadulce.
None.
Rusty from not modding for at least half a year but oh well.
.headerstart
IsId 153
Type 424269 (ignore this)
Init supremecocktaculardeluxeprime (this too)
Death DragoonDeath
GndAttkInit DragoonGndAttkInit
AirAttkInit DragoonGndAttkInit
Unused1 [NONE]
GndAttkRpt DragoonGndAttkRpt
AirAttkRpt DragoonGndAttkRpt
CastSpell [NONE]
GndAttkToIdle DragoonGndAttkToIdle
AirAttkToIdle DragoonGndAttkToIdle
...
DragoonInit:
playfram 0x154 # 20
wait 2
DragoonWalkingToIdle:
playfram 0x165 # 21
wait 2
playfram 0x176 # 22
wait 2
playfram 0x187 # 23
wait 2
playfram 0x198 # 24
wait 2
playfram 0x1a9 # 25
wait 2
playfram 0x1ba # 26
wait 2
playfram 0x1cb # 27
wait 2
playfram 0x1ba # 26
wait 2
playfram 0x1a9 # 25
wait 2
playfram 0x198 # 24
wait 2
playfram 0x187 # 23
wait 2
playfram 0x176 # 22
wait 2
playfram 0x165 # 21
wait 2
goto DragoonWalkingToIdle
DragoonDeath:
playsnd 493 # PDrDth00.WAV
setfldirect 0
playfram 0x00 # 0
wait 1
lowsprul 490 0 0
wait 1
end
DragoonGndAttkInit:
playfram 0xaa # 10
wait 1
DragoonGndAttkRpt:
randcondjmp 32 Dragoon_Critical
wait 1
randcondjmp 16 Dragoon_Doom
wait 1
Dragoon_Norm:
nobrkcodestart
playfram 0x00 # 0
wait 1
playfram 0x11 # 1
wait 2
playfram 0x22 # 2
wait 3
playfram 0x33 # 3
wait 4
playfram 0x44 # 4
wait 6
attackwith 1
playfram 0x55 # 5
wait 2
playfram 0x66 # 6
wait 1
playfram 0x77 # 7
wait 1
playfram 0x88 # 8
wait 1
playfram 0x99 # 9
wait 1
playfram 0xaa # 10
wait 1
DragoonGndAttkToIdle:
nobrkcodeend
gotorepeatattk
ignorerest
goto DragoonWalkingToIdle
Dragoon_Critical:
nobrkcodestart
imgol 230 0 -55
playfram 0x00 # 0
wait 1
playfram 0x11 # 1
wait 2
playfram 0x22 # 2
wait 3
playfram 0x33 # 3
wait 4
playfram 0x44 # 4
wait 8
attackwith 2
playfram 0x55 # 5
wait 2
playfram 0x66 # 6
wait 1
playfram 0x77 # 7
wait 1
playfram 0x88 # 8
wait 1
playfram 0x99 # 9
wait 1
playfram 0xaa # 10
wait 8
goto DragoonGndAttkToIdle
Dragoon_Doom:
nobrkcodestart
imgol 918 0 -55
playfram 0x00 # 0
wait 1
playfram 0x11 # 1
wait 1
playfram 0x22 # 2
wait 1
playfram 0x33 # 3
wait 1
playfram 0x44 # 4
wait 1
playfram 0x55 # 5
wait 1
playfram 0x66 # 6
wait 1
playfram 0x77 # 7
wait 1
playfram 0x88 # 8
wait 1
playfram 0x99 # 9
wait 1
playfram 0xaa # 10
wait 25
goto DragoonGndAttkToIdle
The changes probably do nothing at all, but I tried.
Post has been edited 2 time(s), last time on Feb 10 2009, 6:00 am by FlyingHat.
None.
alright thnx hat, I'll look at this another time and do some investigation. I just thought I'd ask here in this forum before doing any homework. I'll be using the "safe mode" scripts in the meantime.
Post has been edited 1 time(s), last time on Mar 4 2009, 6:01 pm by bajadulce.
None.
Well I think I discovered my problem with the overlays. It has to do with how they initiate. A quick test seemed to reveal the trouble. I haven't fully tested it out, as I have been plugging along with other stuff, but will be sure to update thread when problem is fully understood.
I've come to another obstacle tho. This time dealing with underlays. I want to add a huge 4 piece underlay to a building. The underlay will be a glowing brick mosaic and be nice eyecandy for my mod. My problem is that the upper 2 quadrants (I & II) don't seem to want to behave as "underlays" and these images are always above units? These underlays seem to have "overlay" properties? Must be something really simple.. Help.
Here's a pic of what I'm describing. I've left tccshad.grp to use the shadow/Fow(dark.pcx) in one half of the pic, so that you can see the units underneath. The normal draw, as seen in red, plus an animated script is the intended use. I will also be using the psi-field 2 iscript that "flips" the images right/left for quads II & III + 2 separate images for the upper half and lower half. This should give me the complete ellipse I desire.
So what gives?
Here is script for CC if it means anything.
CommandCenterInit:
imgul 277 350 350 # Command Center Shadow (terran\tccShad.grp)
imgul 277 -350 350
imgul 277 350 -350
imgul 277 -350 -350
CommandCenterBuilt:
playfram 0x00 # Frame set 0
goto CommandCenterWalking
CommandCenterWalking:
wait 125
goto CommandCenterWalking
None.
They always do that -- I'm pretty sure that underlays don't actually fully render below a unit, only halfway.
I'd take an indirect route and have the sprites be units instead ans use a plugin to place them ( or, if this is a UMS map, triggers).
well I just remembered the master modder Lord Aga actually used underlays for Ad Astras in a similar manner. Sure enough, I checked his mod and viola:
Now LordA is a tricky fellow
I just flowcharted his little runaround and reproduced it to what I feel was to the t in a test mod, but alas still have quads I & II issues. Must be something more happening.
LordA also used the psifield2 to mirror the images as well!
Ahh refreshing to think I have moments where I think the same as the GREAT ONE!
So somebody help me flowchart his mod to see what I'm missing.
his pylon uses factory .grp. The factory iscript calls imgul CC shadow. The CC shadow uses Archon Swirl iscript. The Archon swirl iscript uses Supply Depot/Refinery/Factory Shadow overlays. the factory shadow points to the CC one, but flipped via psifield2 iscript as does the refinery. I recreated all of this, but still no dice. What the heck am I missing?.
maybe later tonight when I have more time to piece his little puzzle together.
None.
sprul/imgul only creates the image/sprite one level lower than the building. Make your building one animation level higher than the lowest non-under ground animation level (I'm going off recall, so don't trust my labels
). I believe I came across a problem like this in Temptation -- now that I'm really thinking about the problem -- and I just changed the animation levels.
It was the Terran Refinery know that my memory is coming back. The Terran Refinery is a bitch of a unit since it needs to run just right or else it crashes. For some reason, non-death animations for the Terran Refinery cannot have any imgul/sprul 's other than the shadow image.
Try changing the shadow of the building you want to have the transparent image with the transparent image. Make athe building a low animation level in units.dat. It SHOULD work how you want it to.
Idk if overlays act the same way, but if they dont you could always just cut the image down to what would show if it was and underlay, but really it's an overlay.
None.
sprul/imgul only creates the image/sprite one level lower than the building. Make your building one animation level higher than the lowest non-under ground animation level (I'm going off recall, so don't trust my labels
). I believe I came across a problem like this in Temptation -- now that I'm really thinking about the problem -- and I just changed the animation levels. .
Also what I thought of when I read this—set the animation level to 2 and report back.
None.
Thnx. Setting the building's graphic one level
lower (lvl3) than the other units did the trick. Pretty simple fix actually. Hopefully this single change in elevation won't allow some of the big units I have to walk ontop of this building. I guess I can always make sure the unit's dimensions don't allow this.
I checked LordA's mod real quick again to see if I overlooked the animation height. I just can't imagine doing that. While his pylon (factory) was indeed unchanged and set to lvl 4, the other units/buildings are set to 11!
doh! Still it was fun flowcharting his madness! Very interesting as usual.
None.
GDANGIT! ALWAYS SOME MF#$@%&'ng thing that ruins the fun. While setting the unit lower than all the other units, this same phenom happens if the unit in Quads 1 & 2 happens to be the SAME unit! F#$%*
In Ad Astras for example if you build another Outpost directly under one, the outer ring will cut right through the above outpost rather than UNDER it. In AdAstras, this underlay is only a thin line and so it doesn't make too big of a difference. My plans were for a solid animated underlay. But this won't work now unless the 2 units are separated by a considerable distance.. CRAP!
I guess I'll just use a dotted perimeter line similar to LordA's outpost now. ... so disappointed.
None.
If you REALLY want this idea, do what I said earlier, make the overlays a unit that is at the lowest animation level. It should work just like the installation gun turret.
what's the ICeCC syntax for something like that? I thought overlays were just images of units not the units themselves. i.e. they had no unit properties nor animation levels.
I've actually rearranged some things so that this unit is actually a protoss pylon now. The psi-aura now automatically lights up whenever you try to build another protoss building. When the pylon was a terran unit as it is in Ad Astras, the aura only displayed when you selected the pylon. Building placement that required a psi-field was then confusing without this aura lighting up. The outpost ring in Ad Astras and my brick mosaic were ideas to combat them. I have another use for the 4 quad image tho and will be using that in another situation.
None.
what's the ICeCC syntax for something like that? I thought overlays were just images of units not the units themselves. i.e. they had no unit properties nor animation levels.
You would need to use a plugin or triggers in a UMS map.
ohh actual units.
Well that's interesting. I can see some problems tho. Now these units have hitpoints and selection circles + wireframes etc. And if I went to all the trouble of removing all of these things, they'd still be units "owned" by me. What happens when the computer AI comes marching through my base? Will they attack those units or just ignore them? Sounds like there'd be some more problems with creating such a 4 unit beast.
Anywhoo.. I've actually changed my workers to probes now as this appeared to be hardcoded for all the pylon auras to light up with construction of another unit that requires psi. The pylon and all it's psi-placing buildings still remain terran and everything is working to my satisfaction now. Lots of work going through the fgraft reqs, but worth this nice effect.
None.
What would happen if the overlays were on a turret on the building? Maybe you could set the turret's animation level low instead of the building. I don't really know whether this would actually work, though.
None.