Staredit Network > Forums > Modding Assistance > Topic: 2Q: Techtree + Nuking
2Q: Techtree + Nuking
Mar 17 2009, 6:21 pm
By: Sand Wraith  

Mar 17 2009, 6:21 pm Sand Wraith Post #1

she/her

At the final stages of my mod, I only have two more questions left to ask.

Is it or is it not wise to have only one type of unit producing structure? And, to help you decide, my one unit-producing structure happens to be the main HQ structure, the Command Center. Please offer a detailed explanation, solely so that I can learn something other than how to spell "no" or "yes".
Button positions are not the problem. Only the decision whether to make my Command Center the only unit-producer or not.

Here is a yes/no question though: Can I get a Science Vessel to launch a nuke? Or, a better way to phrase, is the Ghost the only unit allowed to nuke (as in, hard coded)?

Thank you for your time.

Post has been edited 1 time(s), last time on Mar 17 2009, 8:05 pm by New-.Hydrolisk.




Mar 17 2009, 8:16 pm A_of-s_t Post #2

aka idmontie

Any unit can nuke. Check out Temptation, I had a dropship nuke.



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Mar 17 2009, 8:17 pm Yawgmoth Post #3



With the appropiate Firegraft changes, you can make any unit (I don't know if buildings....) launch a nuke.

You must to change the Dat Requirements. I've done it with a zealot, but dont' remember exactly how to do it. I only know that you must to add the nuke button (copying from the Ghost), to the Vessel, and then change the Dat Requirements.

Or you can use one of the Ghost Heroes and change its graphic, if you aren't using all of them..... and give it the vessel abilities, that's easier to do with Firegraft than the mysterious Nuke Launch.



None.

Mar 17 2009, 10:52 pm Sand Wraith Post #4

she/her

Ah, excellent. I have fixed it a little while ago, after reading what both of you said.

For future modders: I just copied over the Nuke button and then changed the nuking Order requirements in the DAT Requirements tab. There are several order requirements, but the entry that one must look for to enable a nuclear strike for any unit is "Nuke Paint" (or something). The entry will say something like "Current unit must be Ghost". Change Ghost to [unit] and you're done the FG half. The other half deals with iscript. You might need IsId 13, but you will definitely require a SpecialState1 entry. Look off the Ghost's SpecialState1 for an example.

There. Hooray. Thanks, A_of-s_t and Yawgmoth.




Mar 18 2009, 12:20 am ForTheSwarm Post #5



Quote from name:New-.Hydrolisk
Is it or is it not wise to have only one type of unit producing structure? And, to help you decide, my one unit-producing structure happens to be the main HQ structure, the Command Center.

Depends on how expensive the HQ is. If it's fairly expensive (like HQ's in SC), then it's a bad idea. If it's fairly cheap (like production structures in SC), then it's an OK idea.



None.

Mar 18 2009, 12:38 am Biophysicist Post #6



I still say you should make an addon to the HQ that can build everything the HQ can (except workers).



None.

Mar 18 2009, 2:57 am Sand Wraith Post #7

she/her

Actually, I hatched an idea during our match, TZ.

The Ground Support Centre will have the same alternate menu as the Central Command. However, this alternate menu will be different in that you require the Industrial Revelation. I plan to include this in v1b of Es'ir Prus, along with your hotkeys suggestion. Remind me what else I need to do, I can't remember it all.

I need to make GRP for CC+Starport, too. And maybe a GSC+Starport GRP.




Mar 18 2009, 4:28 am l)ark_ssj9kevin Post #8

Just here for the activity... well not really

1. It's wise, doesn't the Zerg do that? :P
They won't all be unlocked though, right?

2. Yes.



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Mar 18 2009, 1:51 pm Yawgmoth Post #9



Quote from name:New-.Hydrolisk
Ah, excellent. I have fixed it a little while ago, after reading what both of you said.

For future modders: I just copied over the Nuke button and then changed the nuking Order requirements in the DAT Requirements tab. There are several order requirements, but the entry that one must look for to enable a nuclear strike for any unit is "Nuke Paint" (or something). The entry will say something like "Current unit must be Ghost". Change Ghost to [unit] and you're done the FG half. The other half deals with iscript. You might need IsId 13, but you will definitely require a SpecialState1 entry. Look off the Ghost's SpecialState1 for an example.

There. Hooray. Thanks, A_of-s_t and Yawgmoth.

You're welcome.... Didya replaced the Ghost's order entry in FG??? You could just add entries with ctrl+ins....

Referring to the HQ matter, I think It'll be funny to get centralized production. The bad part is about the cost, not only for gaming purposes but for "realistic" (logic) ones. Think. If you want a unique building to be capable of all production, it has to be: 1.- Huge, and 2.- Expensive.... Why? Because it has to use enormous amounts of material to be constructed because it has to be huge for storaging all units.

That's my opinion. For me, it'll be fun to get the great building and construct everything. For those who likes to train-attack-win fast, not so. Unless you consider that the logic condition doesn't matter..... and make a little, cheap all-purpose building. Or adding addons to get more units. But that's equal to Zerg.



None.

Mar 18 2009, 2:38 pm Ix~ Post #10



Quote
Here is a yes/no question though: Can I get a Science Vessel to launch a nuke? Or, a better way to phrase, is the Ghost the only unit allowed to nuke (as in, hard coded)?
No. I don't know why you would want a yes or no answer. If there are more than one race with different types of production buildings, you will have to do a lot of balancing as far as macro and timing. If they all have their HQ be their production building than this would obviously be fine.



None.

Mar 18 2009, 10:09 pm ForTheSwarm Post #11



Quote from Ix~
No. I don't know why you would want a yes or no answer. If there are more than one race with different types of production buildings, you will have to do a lot of balancing as far as macro and timing. If they all have their HQ be their production building than this would obviously be fine.

Why did you quote that question if you were going to answer the other one?



None.

Mar 19 2009, 2:17 am IskatuMesk Post #12

Lord of the Locker Room

in Eternity I am designing four very unique races. All of their buildings are exceptionally expensive, especially unit production buildings. However, the buildings are also far more durable than normal.

This isn't Starcraft, but the same idea will still apply.

If the buildings are too easily destroyed, you could easily cripple someone by simply sniping their building and avoiding their army.

So, the idea is perfectly usable, just take into account its durability as well.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Mar 22 2009, 3:36 am bajadulce Post #13



Quote from A_of-s_t
Any unit can nuke. Check out Temptation, I had a dropship nuke.
Does that dropship have a cancel nuke button? And does it work? I can't seem to get other units to cancel nukes nor find the requirements for the button? weird. I don't see a "halt nuke" order.

Also, I am using a defiler as a nuker. when it is burrowed the nuke button is still visible. It won't nuke, but the button displayed bugs me. Any ideas how to graft the button so that it doesn't show when burrowed? I guess one could set the nuke strike button on a separate menu and then disable that menu button when the defiler is burrowed. But that seems a bit much. any ideas?



None.

Mar 23 2009, 4:23 am A_of-s_t Post #14

aka idmontie

Make the nuke button requirement's have a "is not borrowed" requirement?



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Mar 23 2009, 5:48 am bajadulce Post #15



I tried that last night, but it had no effect. I found another workaround tho that works. For those interested, my burrow button is slot #8 and Unburrow and nuke share #9. The unburrow state appears to take precedence over the nuke one and "covers" up the nuke. This unit is just so cool. :)

What about the cancel nuke button? any ideas on that one. Also is there a way to stop critters from exploding if you click on them too many times? What causes that? Does the AI order "fatal" have anything to do with this or is it just some hardcoded thing? Does CvH use critter unit id's or just their graphics btw?



None.

Mar 24 2009, 2:35 am ShadowFlare Post #16



Heh, does it really matter, since you can't do it in multiplayer?



None.

Mar 24 2009, 5:10 am bajadulce Post #17



critters exploding only happens in single-player? Oh.

Another question about nukes. What would be a good way to speed up the time the nuke hits AFTER the paint target and nuker are released? I'd like my nuke to take out my nuker as well. I don't want him to be able to flee. :) Speed up the nukes flingy stats?

Shadowflare: I seem to recall you once build a reversed lurker? It was hidden when it moved and was visible when it attacked? Or something on that order. Did you ever uploaded that somewhere? I'd like to check it out.



None.

Mar 24 2009, 6:18 am FlyingHat Post #18



http://www.staredit.net/maplantis/index.php?sid=2d6f80cae4;post=38743 Mentioned here, although I don't recall anything about the file being uploaded anywhere.



None.

Mar 24 2009, 7:04 am Corbo Post #19

ALL PRAISE YOUR SUPREME LORD CORBO

Quote from bajadulce
Another question about nukes. What would be a good way to speed up the time the nuke hits AFTER the paint target and nuker are released? I'd like my nuke to take out my nuker as well. I don't want him to be able to flee. :) Speed up the nukes flingy stats?
If you want it to die just make it not return to idle after the special nuke casting animation.

That or you can always just find the memory value for "time remaining" for nuke and edit it :P
I think there's actually a FG exe edit for this?
I just checked, on my firegraft build it's under "Nuclear Strike", yeah seems like you can edit the nuke time.

Also, FH, How the hell do you even have that? Did you just keep it, have a huge bookmark library describing things or just spent around 3 hours looking for it? :P



fuck you all

Mar 24 2009, 10:04 pm ShadowFlare Post #20



Quote from bajadulce
critters exploding only happens in single-player? Oh.

Another question about nukes. What would be a good way to speed up the time the nuke hits AFTER the paint target and nuker are released? I'd like my nuke to take out my nuker as well. I don't want him to be able to flee. :) Speed up the nukes flingy stats?

Shadowflare: I seem to recall you once build a reversed lurker? It was hidden when it moved and was visible when it attacked? Or something on that order. Did you ever uploaded that somewhere? I'd like to check it out.
Hmm, to keep him from moving, you may be able to do something with an unbreakable code section in the iscript and ending the unbreakable section after a certain delay. I don't remember the exact opcode name for it.

As far as the lurker, I didn't switch when it was visible or invisible; I simply switched the animations. When unburrowed, it appeared to be burrowed but was still visible. When burrowed, it appeared to be on the surface, but it was not visible to other players without a detector.



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