Staredit Network > Forums > Modding Assistance > Topic: How to reproduce lurker's attack effect.
How to reproduce lurker's attack effect.
Jun 24 2009, 5:48 pm
By: Angle Lock  

Jun 24 2009, 5:48 pm Angle Lock Post #1



pretty self explanatory, there are several spells that I am making requires the subterranean effect....



None.

Jun 24 2009, 6:22 pm Demosthenes Post #2



I don't know how much I can help but I do know that there is a sprites.dat entry for the Lurker's weapon. One [510] Subterranean Spines Hit, and the other [511] Subterranean Spines. As you can see the former is not visible and I assume it has something to do with the splash damage. Anyways, to produce the desired effect you'd want to have a look at the iscript for not only the Lurker itself but also for these two sprites which make up it's attack.



None.

Jun 24 2009, 7:44 pm Angle Lock Post #3



I looked at all 3... and I tried to reproduce it, and there goes the boom...



None.

Jun 24 2009, 8:54 pm Sand Wraith Post #4

she/her

From SEN's very own wiki: http://www.staredit.net/wiki/Making_Weapons_go_Through_targets .




Jun 24 2009, 11:49 pm Angle Lock Post #5



not exactly what I am looking for, I am looking for the way the spikes moves towards the enemy, 1 spike goes down, the next one comes up... if you know what i am talking about.



None.

Jun 25 2009, 1:31 am ShadowFlare Post #6



It is actually fairly simple. As far as the lurker attack, there are 4 parts to it.

In weapons.dat:

1) The weapon goes to the max range.
2) The weapon does splash damage.

In iscript.bin:

3) In the weapon graphic's script's main loop it does damage with the domissiledmg opcode. (technically the lurker attack actually uses a special opcode that only does damage on walkable terrain)
4) Immediately before or after doing damage, it also spawns a sprite with one of the sprite overlay opcodes. (the lurker attack uses a special opcode that only spawns the sprite over walkable terrain)

Note that the graphic for the weapon itself is actually invisible. It is not really well known that the lurker attack actually uses the zerg beacon as its graphic. :lol:

As far as the iscript.bin part, here's the lurker weapon iscript as an example:

Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 985 SubterraneanSpines (zerg\zmarker.grp)
.headerstart
IsId               395
Type               2
Init               SubterraneanSpinesInit
Death               SubterraneanSpinesDeath
GndAttkInit         SubterraneanSpinesGndAttkInit
AirAttkInit         [NONE]
.headerend
# ----------------------------------------------------------------------------- #

SubterraneanSpinesInit:
    playsnd             1108     # Bullet\ZLrkFir1.wav
    wait               1
    sigorder           1
    wait               1
SubterraneanSpinesGndAttkInit:
    grdsprol           511 0 0     # SubterraneanSpinesOverlay (bullet\Spike.grp)
    dogrddamage        
    wait               2
    goto               SubterraneanSpinesGndAttkInit

SubterraneanSpinesDeath:
    playsnd             1110     # Bullet\ZLrkHit1.wav
    imgol               530 0 0     # Unknown530 (thingy\ecaHit.grp)
    dogrddamage        
    wait               1
    end                




None.

Jun 25 2009, 3:20 am Angle Lock Post #7



so will I have to free up 2 image slots to script it out?



None.

Jun 25 2009, 4:07 am Hercanic Post #8

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

No, look at Lurker Spines in Images.dat and notice it uses an invisible graphic. Use that. Unless you wanted the projectile visible in addition to the spines.




Jun 25 2009, 5:19 am ShadowFlare Post #9



You will need one sprite/image for the main weapon graphic (which you may be having invisible, depending on what you want) and a sprite/image for the extra sprite it spawns when doing damage.



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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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