Staredit Network > Forums > Modding Assistance > Topic: IScript and addon questions
IScript and addon questions
May 14 2009, 1:19 am
By: Mauron  

May 14 2009, 1:19 am Mauron Post #1



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.

May 14 2009, 1:26 am A_of-s_t Post #2

aka idmontie

1).
Quote
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_animations

2). The graphics tabe of the unit in DatEdit.



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May 14 2009, 7:02 pm Mauron Post #3



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.

May 14 2009, 7:07 pm Polaris Post #4



Quote from Mauron
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"

May 15 2009, 2:14 am Mauron Post #5



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.

May 15 2009, 2:47 am ShadowFlare Post #6



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.

May 15 2009, 3:34 am Mauron Post #7



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.

May 17 2009, 11:13 pm ShadowFlare Post #8



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.

May 20 2009, 8:46 pm Mauron Post #9



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.

Code
# ----------------------------------------------------------------------------- #
# 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.

May 24 2009, 1:47 pm Compton187 Post #10



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.

May 24 2009, 5:24 pm xAngelSpiritx Post #11

eternal lurker

Quote from Compton187
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.

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