Staredit Network > Forums > Modding Assistance > Topic: Question about IceCC
Question about IceCC
Jul 10 2010, 6:06 am
By: MorLawes  

Jul 10 2010, 6:06 am MorLawes Post #1



So I've been working on a TC, and I need to make an SCV fly. With a shadow and stuff. Clicking the flying box in DatEdit isn't hard, the part that goes wrong is with the iScript.
Every time I try to do the mod without the iScript, it's fine, so that's not the problem. But if I add the iScript.bin to the MPQ, it crashes as soon as I try to start a game with Terrans in with the error message: "script 289 does not exist."
I've searched through everything I can think of (DatEdit, the lists in IceCC, my code for the flying SCV, which is based off the Overlord and Wraith's code), and they are right: it doesn't. But I never tried to use any such thing, or refer to it, and it's not in the code AT ALL.
Would using the IceCCUI.jar thing instead of the IceCCUI.bat do this? 'Cause usually I use the latter, but some tutorials I looked at said use the .jar. And I've never gotten this error before.


EDIT: Oh, and another problem that I can't figure out, the SCVs disappear behind the CC and minerals and stuff instead of flying over them. A zealot also appears over them as soon as I start them mining, and doesn't go away afterwards. Once an SCV has mined, it's got the 'lot. Why is that?

Post has been edited 4 time(s), last time on Jul 10 2010, 7:04 am by MorLawes.



None.

Jul 10 2010, 7:06 am Sand Wraith Post #2

she/her

Quote from MorLawes
Would using the IceCCUI.jar thing instead of the IceCCUI.bat do this? 'Cause usually I use the latter, but some tutorials I looked at said use the .jar. And I've never gotten this error before.

No. (The *.BAT is just a script that runs the *.JAR.)

Quote from MorLawes
EDIT: Oh, and another problem that I can't figure out, the SCVs disappear behind the CC and minerals and stuff instead of flying over them. A zealot also appears over them as soon as I start them mining, and doesn't go away afterwards. Once an SCV has mined, it's got the 'lot. Why is that?

You probably screwed up the SCV's iscript file, or the flingy/sprite/image pointers for the *.DAT files.

My recommendation is to create a new mod for the purpose of debugging. In it, use your iscript for the SCV only. If the SC works normally, your iscript for the SCV is fine. Otherwise, test with just your *.DAT files.

You may want to change the animation level for your SCV. Units.DAT.




Jul 10 2010, 7:10 am A_of-s_t Post #3

aka idmontie

Yeah this sounds like a level animation problem in units.dat and a sprite problem in your iscript.



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Jul 10 2010, 8:20 am MorLawes Post #4



YES! Thanks so much guys, it worked! Well, helped me find a way for it to work!



None.

Jul 10 2010, 8:09 pm MorLawes Post #5



Another question. How exactly would one go about making a building constantly fly? Like it's default state is flying and able to move, like a Terran building lifted-off but without the lift off or landing. And able to build in mid-air.
I've managed to make it do everything BUT move, and it doesn't lift off or land, so that's good. Trying to do this to a CC first.
But right-clicking doesn't make it move. It just sits there. Boringly.



None.

Jul 10 2010, 8:38 pm A_of-s_t Post #6

aka idmontie

Have you given it the proper buttons in firegraft and the proper animations in units.dat?



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Jul 10 2010, 8:41 pm MorLawes Post #7



Didn't even know Firegraft existed until recently, I've been working on that. But I'm afraid I have no idea what you mean by "proper animations in .dat."
I have the .grp, for it to be a big flying ship, and I've replaced the CC grp with that. And in the images, I checked the "sprites rotate" and stuff.
I also tested it like before with just dats and just iscripts, and it worked as expected with the dats, but the addition of the iScript didn't make it able to move. It just made it look floaty.



None.

Jul 10 2010, 8:49 pm A_of-s_t Post #8

aka idmontie

In units.dat, there is a section that tells the unit what to do when commanded -- i.e. which order to do. I haven't modded in a while so I can't remember all the details, but look into firegraft and the units.dat.



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Jul 10 2010, 11:22 pm Sand Wraith Post #9

she/her

It should be in units.dat. I think it's in AI commands or something like that. Somewhere in the units tab though, you'll find a field for changing the right-click command behaviour. Change that to whatever is appropriate.




Jul 11 2010, 7:48 am MorLawes Post #10



EDIT: Ok, I give. I thought I'd firegrafted the buttons. But I haven't. They're still the defaults. But I opened the MPQ and saved it, and Firegraft, I thought, had put it in there. How do you put custom button sets in with Firegraft? I can't figure it out, and I can't find a tutorial for it either. Spoke too soon. I think I got that part. They're firegrafted. But they don't work (see below)...
OK, I've firegrafted in the buttons and stuff. I set the units.dat default right-click action to moving and all. It's got to be, I think, an issue with the iScript. I'm not finding it in either of two versions I made, but then I'm not very good with iScripting. These are what they look like:

Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 275 CommandCenter (terran\control.grp)
.headerstart
IsId               102
Type               12
Init               CommandCenterInit
Death               CommandCenterDeath
GndAttkInit         CommandCenterGndAttkInit
AirAttkInit         CommandCenterAirAttkInit
Unused1             [NONE]
GndAttkRpt         CommandCenterGndAttkInit
AirAttkRpt         CommandCenterAirAttkInit
CastSpell           [NONE]
GndAttkToIdle       CommandCenterGndAttkToIdle
AirAttkToIdle       CommandCenterGndAttkToIdle
Unused2             [NONE]
Walking             CommandCenterWalking
WalkingToIdle       CommandCenterWalking
SpecialState1       [NONE]
.headerend
# ----------------------------------------------------------------------------- #

CommandCenterInit:
    imgul               277 0 42     # CommandCenterShad (terran\control.grp)
    playfram     0x00     # frame set 0
    goto         CommandCenterGndAttkToIdle

CommandCenterGndAttkToIdle:
    setvertpos         1
    waitrand           8 10
    setvertpos         2
    waitrand           8 10
    setvertpos         1
    waitrand           8 10
    setvertpos         0
    waitrand           8 10
    goto               CommandCenterGndAttkToIdle

CommandCenterDeath:
    playsnd             7     # Misc\ExploLrg.wav
    imgol               334 0 0     # TerranBuildingExplosionlarge (thingy\tBangX.grp)
    wait         3
    end        

CommandCenterGndAttkInit:
    wait         1
    attackwith     1
    gotorepeatattk
    goto         CommandCenterLocal00        

CommandCenterLocal00:
    wait               125
    goto         CommandCenterLocal00

CommandCenterAirAttkInit:
    wait               1
    nobrkcodestart    
    attackwith         2
    wait               15
    attackwith         2
    wait               15
    attackwith         2
    wait               15
    attackwith         2
    wait               15
    nobrkcodeend      
    gotorepeatattk    
    goto               CommandCenterGndAttkToIdle

CommandCenterWalking:
    setvertpos      0
    goto               CommandCenterLocal00


Honestly didn't expect this one to work. And it didn't. It crashed when I tried to build something. It wouldn't move or attack either.

Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 275 CommandCenter (terran\control.grp)
.headerstart
IsId               102
Type               20
Init               CommandCenterInit
Death               CommandCenterDeath
GndAttkInit         CommandCenterGndAttkInit
AirAttkInit         CommandCenterAirAttkInit
Unused1             [NONE]
GndAttkRpt         CommandCenterGndAttkInit
AirAttkRpt         CommandCenterAirAttkInit
CastSpell           [NONE]
GndAttkToIdle       CommandCenterGndAttkToIdle
AirAttkToIdle       CommandCenterGndAttkToIdle
Unused2             [NONE]
Walking             CommandCenterWalking
WalkingToIdle       CommandCenterGndAttkToIdle
SpecialState1       CommandCenterSpecialState1
SpecialState2       [NONE]
AlmostBuilt         CommandCenterAlmostBuilt
Built               CommandCenterBuilt
Landing             [NONE]
LiftOff             [NONE]
IsWorking           CommandCenterIsWorking
WorkingToIdle       CommandCenterGndAttkToIdle
WarpIn             [NONE]
.headerend
# ----------------------------------------------------------------------------- #

CommandCenterInit:
    imgul               277 0 42     # CommandCenterShad (terran\control.grp)
    playfram     0x00     # frame set 0
CommandCenterBuilt:
    playfram           0x00     # frame set 0
    goto               CommandCenterGndAttkToIdle

CommandCenterGndAttkToIdle:
    setvertpos         1
    waitrand           8 10
    setvertpos         2
    waitrand           8 10
    setvertpos         1
    waitrand           8 10
    setvertpos         0
    waitrand           8 10
    goto               CommandCenterGndAttkToIdle

CommandCenterGndAttkInit:
    wait         1
    attackwith     1
    gotorepeatattk
    goto         CommandCenterLocal00

CommandCenterWalking:
    setvertpos         0
    goto               CommandCenterLocal00

CommandCenterDeath:
    playsnd             7     # Misc\ExploLrg.wav
    imgol               334 0 0     # TerranBuildingExplosionlarge (thingy\tBangX.grp)
    wait               3
    end                

CommandCenterLocal00:
    wait               125
    goto            CommandCenterLocal00    

CommandCenterAirAttkInit:
    wait               1
    nobrkcodestart    
    attackwith         2
    wait               15
    attackwith         2
    wait               15
    attackwith         2
    wait               15
    attackwith         2
    wait               15
    nobrkcodeend      
    gotorepeatattk    
    goto               CommandCenterGndAttkToIdle

CommandCenterSpecialState1:
    playfram           0x00     # frame set 0
    goto               CommandCenterGndAttkToIdle

CommandCenterAlmostBuilt:
    playfram           11
    goto               CommandCenterGndAttkToIdle

CommandCenterIsWorking:
    wait         1
    goto               CommandCenterGndAttkToIdle


That one I did expect to work. And while it doesn't crash, it's just a flying command center (with replaced grp facing up, no turning or weapon attacking or anything). It counts as air and does the little up-down hover thing, with a shadow and all, but it does not move or attack.
Oh, and thanks for all your help so far. I appreciate it. I'm just too ambitious for me own good.

Post has been edited 2 time(s), last time on Jul 11 2010, 8:19 am by MorLawes.



None.

Jul 11 2010, 8:46 am Sand Wraith Post #11

she/her

I'm not sure what the problem is with your second iscript entry. I do believe that the issue is not with the iscript but with the DAT settings. I still think you're having the right-click behaviour issue. Make sure you're implementing the FG mod with MPQ archive included and verify that your DAT changes have indeed come through.

Consider rechecking your unit.dat entries. You could check the flingy.dat entry for your graphic too, and make sure that it has the proper speed values (make sure your unit is using its flingy.dat parameters for its movement, versus its iscript opcodes for movement; air units naturally use flingy.dat parameters, while the iscript merely adds aesthetic appeal, e.g. the Mutalisk).

If the problem gets really out of hand or you can't seem to be able to do anything to solve it, I could take a look at your mod if you uploaded it (compressed archive please). I'd need details to do anything productive.
Ultimately, I'm quite reluctant to do that, since I find that modding is best as worked upon individually.




Jul 12 2010, 4:53 am MorLawes Post #12



Okey doke, thanks, I've pretty much got it working now. The Flingy part helped a lot. And I didn't do it quite the way I meant to before. But it still works.
My only remaining question is this:
How do you make lifted-off terran buildings move faster? It's so SLOW... I've tried looking for an iscript for it, but if it's there, it's not obvious to me.



None.

Jul 12 2010, 6:23 am Sand Wraith Post #13

she/her

I'm pretty sure that is also determined in flingy.dat, but I don't recall with certainty.




Jul 12 2010, 3:19 pm MorLawes Post #14



Yeah, I changed the values in flingy.dat. There is a speed field. But it didn't seem to make the building any faster... I suppose I could turn it up even more, see if that makes a difference.
EDIT: It didn't. Oh well. I guess I'll have to settle for slow buildings... lame =P.

Post has been edited 1 time(s), last time on Jul 12 2010, 4:51 pm by MorLawes.



None.

Jul 12 2010, 7:22 pm Symmetry Post #15

Dungeon Master

There's a firegraft exe edit for it, but it's only working in the 1.15.1 versions.



:voy: :jaff: :voy: :jaff:

Jul 12 2010, 8:11 pm Sand Wraith Post #16

she/her

Okay, so, it appears that the movement top speed for lifted buildings can be changed through FG"s EXE Edits. It's in the Units/Properties tree. I don't know the default value, so you'll have to toy around with that. (I have not tested this EXE Edit.)

EDIT:

Since KK ninja'd me, I'll be helpful in another way and provide my setup of FG which has v1.16.1 support, with EXE Edits. It should reach or extend the number of EXE edits available for v1.15.1.

Attachments:
FireGraft SCBWv1.16.1 EXE(1).zip
Hits: 28 Size: 1147.17kb




Jul 12 2010, 9:09 pm Symmetry Post #17

Dungeon Master

Quote from Sand Wraith
Since KK ninja'd me, I'll be helpful in another way and provide my setup of FG which has v1.16.1 support, with EXE Edits. It should reach or extend the number of EXE edits available for v1.15.1.

WHAT?! WHY HAVEN'T YOU POSTED THIS BEFORE?

And I didn't ninja you, I posted an hour before you did :P



:voy: :jaff: :voy: :jaff:

Jul 13 2010, 1:05 am MorLawes Post #18



Thanks so much guys, I've been fiddling with the program and found the 'exe edit' you were talking about! Unfortunately, though, changing the # does nothing. It was a 0 by default. I've tried just making it a 5, I've tried 1208, and a bunch of other things, too. I got thinking, "I really DON'T know how to use this program, so maybe you don't just change the # and save. Maybe there's a step I'm missing." Or maybe it's along the lines of scripting where you only use low numbers like 1, 2, and 3, which I haven't yet tried (about to though). Is there/is it?



None.

Jul 13 2010, 4:24 am Sand Wraith Post #19

she/her

I just tested out the EXE Edit myself. I confirm that it either does not function as intended or it does not function at all.

Also, I'll post up my version of FG, I guess.




Jul 15 2010, 7:17 am Derqua Post #20



You obviously don't know that half the EXE edits in that version of FG 1.16.1 don't work.
If it has a 0 or a random unit that's not correct, then it doesn't work.



None.

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