Staredit Network > Forums > Modding Assistance > Topic: Ha- here comes the spammer Angle Lock
Ha- here comes the spammer Angle Lock
Jun 26 2009, 2:53 am
By: Angle Lock  

Jun 26 2009, 2:53 am Angle Lock Post #1



Question is plain and simple: How do you make the lurker's subterranean spine go all direction when it attacks, so that say... a number of marines coming from different directions are killed at the same time...

Now this one... I DEFINATELY have seen it, and I am sure it is doable.

again, greatly appreciated, geniuses from SEN~



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Jun 26 2009, 5:01 am Lord_Jeremy Post #2



well if I were you I would put a turncwise command into the projectile iscript so that it goes in a circle when it moves. If the projectile moved fast enough it would look like the spines radiated outward. With some really tricky iscripting you could make it look (and act) like there was a wave of spines coming out of the lurker.



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Jun 26 2009, 5:16 am Angle Lock Post #3



can you explain in detail how to do do the rediate outward thingy?

I would like to learn that as well.



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Jun 26 2009, 6:05 am ShadowFlare Post #4



Actually, what you are describing involves attack, turn, attack, turn, attack, turn, etc. until it has fired at all of the directions you want. This is done in the unit's attack animation. There are 32 directions, so if you are only having it turn by one for each attack then you would have 32 attacks and turns.



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Jun 26 2009, 7:12 am Angle Lock Post #5



but would I have the attacks ran simultaneously if I don't place any wait in between?



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Jun 26 2009, 9:07 am ShadowFlare Post #6



Yeah, I think I remember someone saying you can do that.



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Jun 26 2009, 11:26 am Biophysicist Post #7



IskatuMesk has done that several times and it worked fine for him.



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Jun 26 2009, 3:24 pm Lord_Jeremy Post #8



Ah shadowflare, I hadn't thought of doing it that way. Good idea!



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Jun 26 2009, 11:23 pm Angle Lock Post #9



I placed the turn command before the gotorepeatattack and it crashed...

but the thing is, I ran it as a spell, not a normal attack, would that make a difference?

Post has been edited 1 time(s), last time on Jun 27 2009, 12:38 am by Angle Lock.



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Jun 27 2009, 4:27 am EzDay281 Post #10



Quote
but the thing is, I ran it as a spell, not a normal attack, would that make a difference?
If you mean that you used the "castspell" opcode, then yes, as the Lurker wouldn't know what to do with that.
If you mean in the Lurker's spellcast animation... the Lurker doesn't call that for attacking, so far's I recall.
If you mean something else... well...
Whenever you're having iscript problems, the easiest thing to do is to just post your iscript file. P:

I'm quite out of experience, but I imagine it should be along the lines of (based on just looking at the lurker iscript and what I'd do if I just wanted it to fire in all directions simultaneously but otherwise unchanged) :
Collapsable Box


Post has been edited 2 time(s), last time on Jun 27 2009, 4:35 am by EzDay281.



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Jun 27 2009, 5:08 am Angle Lock Post #11



well I applied it to a ghost as well, and I modified its spell casting animation as follows
Quote
nobrkcodestart
wait 1
castspell
wait 1
turnccwise 4
wait 1
castspell
wait 1
turnccwise 4
wait 1
castspell
nobrkcodeend
gotorepeatattk
sigorder 2
goto PylonGndAttkToIdle

I tried to make it a fan shape, and instead it gave me the crash.



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Jun 27 2009, 5:45 am Angle Lock Post #12



nevermind, slap myself, I crashed because of other reasons, thx for the help everyone.



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Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
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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
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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
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