Staredit Network > Forums > Modding Assistance > Topic: Back on the job, needing aid.
Back on the job, needing aid.
Nov 2 2012, 8:46 pm
By: SCRuler
Pages: < 1 2 3 4 56 >
 

Nov 16 2012, 12:27 am SCRuler Post #41



http://imageshack.us/photo/my-images/203/screnjc.jpg/

No box.
if the latest programs actually had tutorials I wouldn't mind doing some of this by myself. I figured out some of it alone. You gotta give me at least that.



None.

Nov 16 2012, 12:58 am Sand Wraith Post #42

she/her

Quote from Sand Wraith
:l
You need to learn how to figure things out on your own, because there are only a few experienced modders left, most of whom don't actually mod anymore.

Steps:

1) open firegraft
2) open your exe (or make a new one)
3) go to EXE Edits tab at the top right
4) Find Upgrades/Sight Range/Sight Range Upgrade Connected to Unit
5) Read the box below the list of units
6) modify Observer so that it has no sight range upgrade attached to it (but remember the original value)
7) modify the Reaver so that it has the Observer's original value





Nov 16 2012, 7:06 pm SCRuler Post #43



There is no upgrades point, no generic sight range upgrade point, and either sight upgrade listed, that has anything attached that lists units. I scoured the list.



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Nov 17 2012, 1:26 am pastelmind Post #44



Are you absolutely sure you downloaded the latest version of FireGraft? The new EXE edits are only available at the BroodWarAI.com thread.

Alternatively you might have SC 1.16 or 1.15.1, in which case you should update your copy of SC to 1.16.1.

Also, I realize it's pretty hard to use the EXE edits (plus FireGraft still has some bugs)...but I'm afraid it's a limitation of design. people have been poking DofA to update FG every now and then, but he hasn't found a time to do it.

(DofA, if you're reading this, please consider going open source (GPL, MIT, or whatever))



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Nov 17 2012, 1:52 pm SCRuler Post #45



I have 1.16.1 and I downloaded the 1.16.1 firegraft, and that is where I got it.
thats why it works when I test it and try to edit it. The only problem is not being able to find what Sand Wraith is describing, and its not entirel needed, although it would be nice to get it. I dont need to edit EXE a whole lot. I have most of what I need except for the burrow issues, which I'm trying to work on/work around.
Phase 1 is almost done, and I need voicers for Phase 2.



None.

Nov 17 2012, 11:59 pm SCRuler Post #46



So I dont know what the hell is wrong with burrow, and I can't have cloak on the infested Ghost. I'll have to give up on either one. If you guys can give me a final pointer or what, I wouldnt mind it. I can post screenshots of what I have, and copypastes of the iscripts of units with burrow and infested kerrigan (thats the graphic for the infested ghost I'm using anyway) if you want, but other than that, I dunno what else.



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Sep 2 2014, 9:50 pm SCRuler Post #47



Hi guys, I'm back, and I'm probably gonna need some help again.
I'm just posting in this topic to repurpose it.
Quick question: I need more word tags. I'm finding it difficult to find spaces that I can comfortably use in TblPad. Can any be added?



None.

Sep 2 2014, 10:21 pm O)FaRTy1billion[MM] Post #48

👻 👾 👽 💪

What do you mean word tags? And you can add as many entries to tbls as you want.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Sep 2 2014, 11:34 pm SCRuler Post #49



Quote from O)FaRTy1billion[MM]
What do you mean word tags? And you can add as many entries to tbls as you want.
Ok, I figured as much. But how do I access them in DatEdit again?



None.

Sep 2 2014, 11:46 pm O)FaRTy1billion[MM] Post #50

👻 👾 👽 💪

In File->Options you can specify custom TBLs, but you might have to reset them to defaults when editing other dat files. I'm not sure if opening an mpq loads them or not, but you could try that too.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Sep 2 2014, 11:48 pm SCRuler Post #51



ok excellent. Thanks!

Edit: I have a question: Is it possible to use a two different sounds for different units using Stim Pack?

Post has been edited 1 time(s), last time on Sep 3 2014, 1:08 am by SCRuler.



None.

Sep 3 2014, 11:55 am jjf28 Post #52

Cartography Artisan

I think you might be able to do that with an IScript edit



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Sep 3 2014, 4:17 pm Sand Wraith Post #53

she/her

Quote from SCRuler
I have a question: Is it possible to use a two different sounds for different units using Stim Pack?
Quote from jjf28
I think you might be able to do that with an IScript edit

Unfortunately, this is not the case. The iscript files for Marines and Firebats make no mention of the Stim Pack files. I believe this may be hardcoded.

An alternative is to code your custom Stim Pack (I'll call it SP2) as a plugin based on a dummy spell (placeholder button with order that can be detected by plugin). You can detect its activation and set the unit's Stim timer appropriately. You'll have to find some way to play your custom sound, either through StarCraft's system or perhaps by integration with an external sound library such as fmod.

Probably the simplest-to-implement method is to use an instant-cast dummy spell that forces the unit to use an animation in which the unit is given a specific order signal. That order signal plus the appropriate conditions (e.g. unit's type ID + order signal) can be detected and then the order signal reset to 0 and the Stim timer set appropriately.

As a bonus, within the custom animation, you can specify a sound to play.

EDIT: I can guarantee you that this simple-to-implement method works. The only caveat is that the unit will have to stand in place for a moment to go through the animation (which I would recommend be encased with a nobrk block). See this thread for more information: http://www.staredit.net/topic/15790/

Post has been edited 1 time(s), last time on Sep 3 2014, 4:19 pm by Sand Wraith.




Sep 3 2014, 6:11 pm SCRuler Post #54



Ok. I'll try that later.
Would I be able to make one or more area of effect healing spells, particularly out of dummy spells?

Also, can i make the Spider mine controllable?

2nd edit: Does anyone still do kitbashing or recoloring here?

Post has been edited 2 time(s), last time on Sep 3 2014, 11:53 pm by SCRuler.



None.

Sep 4 2014, 1:41 am Sand Wraith Post #55

she/her

Quote from SCRuler
Ok. I'll try that later.
Would I be able to make one or more area of effect healing spells, particularly out of dummy spells?

Also, can i make the Spider mine controllable?

2nd edit: Does anyone still do kitbashing or recoloring here?

(1) AoE healing spells: Absolutely! I just wouldn't know how to perform bounds-checking for excess HP without resorting to a list of constants that must constantly be updated to reflect changes in your units.dat file though. Heinermann or Farty may be of more help. I suspect all you would need to do is read the value from the units.dat loaded into RAM.

(2) No idea. Try setting up its AI actions tab in units.dat.

(3) I know Excalibur did some. I do not, although I do occasionally model. You can find my own resources in the DLDB.




Sep 4 2014, 1:51 am SCRuler Post #56



Excalibur isn't still around is he?



None.

Sep 4 2014, 2:05 am Dem0n Post #57

ᕕ( ᐛ )ᕗ

He is, though I don't know how much he cares about modding nowadays. You can shoot him a PM and check, though.




Sep 4 2014, 8:36 pm SCRuler Post #58



So I tried to use Firegraft 1.16 on a tentative exe and it came up with an error along the line of "cant find version information". What do I do about that?
Also, I want to use the "Raider" in place of the Valkyrie but there is like, 50 frames for the Raider and only 1frames for the valkyrie. I'd like some help formulating the iscript if it's needed. Also, is it possible to make the Afterburner spell again?

Post has been edited 1 time(s), last time on Sep 4 2014, 9:13 pm by SCRuler.



None.

Sep 4 2014, 10:50 pm Sand Wraith Post #59

she/her

Not sure what that means. I would check that your firegraft version matches with your starcraft version and that you have starcraft registry reflecting your install location (may be pertinent if you used digital download from battle.net).
edit: write your script to use whichever frames you need. More frames has more file size. Just make sure you're script doesn't reference frames that don't exist, which would cause a crash. having extra frames that are unused does not cause any problems in its own (only considered in file size afaik). There's likely a limit to the largest frame index you can try to display although that number will probably be fairly high (or as low as 256, not sure).

Post has been edited 1 time(s), last time on Sep 4 2014, 10:55 pm by Sand Wraith.




Sep 4 2014, 11:02 pm SCRuler Post #60



Usually when Firegraft refuses to work it acknowledges it's the wrong version, but I have 1.16.2 I think, and it's the 1.16 version of Firegraft.
Just to keep it on the topic also, I'd like to get some help with the Valkyrie iscript to fit it with the "raider" graphic, and if I can make the Afterburner spell.

Oh, I just had an idea. I'd like to add a pure Anti-Air terran unit made out of one of the modified dragoon grp I found here.
Edit: I got it, and now I need some help with it's iscript so I can replace a terran unit instead of the dragoon itself.
That, and I want to know how to implement the "stealth generator" siege-mode vehicle I found in the files list.

Todays Edit: I want to replace the Reaver with something. Can I merge it and the Arbiter?
Additionally, how can I change the color of Hallucinations?

Post has been edited 5 time(s), last time on Sep 5 2014, 8:19 pm by SCRuler.



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