pretty self explanatory, there are several spells that I am making requires the subterranean effect....
None.
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.
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I looked at all 3... and I tried to reproduce it, and there goes the boom...
None.
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.
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.
As far as the iscript.bin part, here's the lurker weapon iscript as an example:
# ----------------------------------------------------------------------------- #
# 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.
so will I have to free up 2 image slots to script it out?
None.
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.
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.
None.