In regards to Iscripting, how do you control what frames are used for construction?
For addons, how do I give a new addon proper placement? I'm swapping the building used so I can have a rally point, but the addon is placed directly under the main building.
None.
1).
SpecialState1
This is some sort of category of special animations. In some cases it acts as an in-transit animation, it is sometimes used for special orders, it sometimes has to do with the animation when something finishes morphing, or the first stage of a construction animation
SpecialState2
This is some sort of category of special animations. In some cases it acts as a burrowed animation, it is sometimes used for special orders, it sometimes has to do with the animation when canceling a morph, or the second stage of a construction animation
http://www.staredit.net/wiki/IceCC_animations2). The graphics tabe of the unit in DatEdit.
Thanks.
New question (so I don't end up flooding the board): Is it possible to change the list of GRP files used by the game? (Adding unit/zerg/boobytrap.grp, for example) It seems like using the old names will get messy fast, and limiting if I want to access unused units.
Hopefully I didn't miss the obvious again.
None.
Thanks.
New question (so I don't end up flooding the board): Is it possible to change the list of GRP files used by the game? (Adding unit/zerg/boobytrap.grp, for example) It seems like using the old names will get messy fast, and limiting if I want to access unused units.
Hopefully I didn't miss the obvious again.
Yes, you can do this by editing images.tbl. You'll then have to load that into both the MPQ and Datedit.
If anything cool is ever going on Skype me up under the name "blarghle"
I tried that, and when I attempt to load the patch with my custom images.tbl, it says it can't find the file "unit\" and quits.
Would this be caused by the fact I tried adding new entries instead of replacing existing ones?
None.
As far as I know, adding new entries should work. Do make sure you are using backslashes (\) instead of regular slashes (/), unlike your example you gave. Also, for whatever name you chose to put in images.tbl, be sure to add unit\ to the beginning of the name when adding the actual graphic file to the mpq. Starcraft prepends this to the name when looking for a graphic referenced in images.tbl.
Post has been edited 1 time(s), last time on May 15 2009, 2:53 am by ShadowFlare.
None.
Found and fixed the problem. I had accidentally extracted the images.tbl from StarDat.mpq instead of BrooDat.mpq, resulting in a couple hundred missing entries.
The new entries work fine now. Thanks.
None.
Yeah, that's the one you should use. In general when extracting files to mod, you should check the archives in this order: patch_rt.mpq, broodat.mpq, and stardat.mpq last.
None.
I've been working with my new addon, and I've come across a new problem.
I'm trying to make the addon "Infested" in the same way as the Command Center, but my Iscript is crashing it for some reason.
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 293 InfestedShipBay (terran\machines.grp)
.headerstart
IsId 207
Type 24
Init InfestedShipBayInit
Death InfestedShipBayDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt InfestedShipBayAlmostBuilt
Built InfestedShipBayBuilt
Landing InfestedShipBayLanding
LiftOff InfestedShipBayLiftOff
IsWorking InfestedShipBayIsWorking
WorkingToIdle InfestedShipBayBuilt
WarpIn [NONE]
Unused3 [NONE]
StarEditInit [NONE]
Disable InfestedShipBayDisable
Burrow [NONE]
.headerend
# ----------------------------------------------------------------------------- #
InfestedShipBayInit:
imgul 295 0 0 # InfestedShipBayShad (terran\tmsShad.grp)
imgol 419 0 0 # CorsairShad (protoss\corsair.grp)
goto InfestedShipBayLiftOff
InfestedShipBayLiftOff:
wait 125
goto InfestedShipBayLiftOff
InfestedShipBayDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 3
liftoffcondjmp InfestedShipBayLocal00
lowsprul 273 0 0 # TerranBuildingRubblesmall (thingy\RubbleS.grp)
wait 1
end
InfestedShipBayLocal00:
wait 1
end
InfestedShipBayAlmostBuilt:
playfram 4
imgol 419 0 0 # CorsairShad (protoss\corsair.grp)
goto InfestedShipBayLiftOff
InfestedShipBayBuilt:
playfram 0
goto InfestedShipBayLiftOff
InfestedShipBayLanding:
imgol 360 0 0 # Corsair (protoss\corsair.grp)
goto InfestedShipBayLiftOff
InfestedShipBayIsWorking:
playfram 1
wait 4
playfram 2
wait 4
playfram 3
wait 4
goto InfestedShipBayIsWorking
InfestedShipBayDisable:
goto InfestedShipBayLiftOff # CorsairShad (protoss\corsair.grp)
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 101 InfestedShipBayOverlay (zerg\Infest03.grp)
.headerstart
IsId 271
Type 1
Init InfestedShipBayOverlayInit
Death InfestedShipBayOverlayDeath
.headerend
# ----------------------------------------------------------------------------- #
InfestedShipBayOverlayInit:
playfram 0
goto InfestedShipBayOverlayInit
InfestedShipBayOverlayDeath:
wait 1
end
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sun May 17 18:26:51 2009
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 294 InfestedShipBayAttachment (terran\machineC.grp)
.headerstart
IsId 244
Type 24
Init InfestedShipBayConnectorInit
Death InfestedShipBayConnectorDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built [NONE]
Landing InfestedShipBayConnectorDeath
LiftOff InfestedShipBayConnectorLiftOff
IsWorking InfestedShipBayConnectorIsWorking
WorkingToIdle InfestedShipBayConnectorWorkingToIdle
WarpIn [NONE]
Unused3 [NONE]
StarEditInit [NONE]
Disable InfestedShipBayConnectorWorkingToIdle
Burrow [NONE]
.headerend
# ----------------------------------------------------------------------------- #
InfestedShipBayConnectorInit:
playfram 0
wait 2
playfram 1
wait 2
playfram 2
wait 2
InfestedShipBayConnectorIsWorking:
playfram 3
goto InfestedShipBayConnectorWorkingToIdle
InfestedShipBayConnectorWorkingToIdle:
wait 125
goto InfestedShipBayConnectorWorkingToIdle
InfestedShipBayConnectorLiftOff:
playfram 2
wait 2
playfram 1
wait 2
playfram 0
wait 2
InfestedShipBayConnectorDeath:
wait 1
end
Iscript 207 is used by image 353, Iscript 244 is used by image 360, and Iscript 271 is used by image 419. All have use full Iscript checked, and Normal Draw/No Remapping under Drawing Properties.
Iscript 271 seems to be the problem, as commenting out the lines that reference it prevents a crash.
None.
Hey, guys! I need some help. I use 2 dll (hack) files for the game, and a program what is inject these dll automatically and start the game. Now i want to use the BWAI, but it has also run automatically the game. Is there any way to run the game with dll and BWAI too? Thx for help!
None.
Hey, guys! I need some help. I use 2 dll (hack) files for the game, and a program what is inject these dll automatically and start the game. Now i want to use the BWAI, but it has also run automatically the game. Is there any way to run the game with dll and BWAI too? Thx for help!
Firstly: This is completely off-topic.
Secondly: SEN does not condone hacking.
Thirdly: Could you edit your post? I'm having a little trouble understanding what you are saying.
And about the iscript problem Mauron's having, I'm not sure. I'm still newb with iscript, so I can't help you.
None.