Staredit Network > Forums > Modding Assistance > Topic: Few unit's problem
Few unit's problem
Mar 28 2014, 8:09 pm
By: 09xela  

Mar 28 2014, 8:09 pm 09xela Post #1



Hello! While creating my mod I found few... problems, I can't solve, I don't know, how to do:
1) Autorepair for SCV (automaticaly repairs damaged buildings and units nearby);
2) I've made infested Marine - almost same as normal, but more HP, and moves faster. Unit index - 153 (unused zerg bldg2), but I cant hire it! I added comand to create it to Infested Command Center, and Firegraft "Dat requiments" are right;
3) How to create 4th race?
4) Pylons. I don't have any Idea, but if I select pylon, and then try to select area - game crashes. To solve this, I while made pylon unselectable;
5) Ddoad turret. I mean roating "turret" on twilight terrain. Is that possable to make it unit, or subunit of new unit, using flingy of siege tank?
6) Sniper shot - new command. I've written it, and used order 16 (unused nothing 1) to target it, trough orders.dat. Useless=(
7) I've added in game hunter-killer as Hydralisk upgrade (base armor reduced from 2 to 1) How teach AI to train it?
8) I've added in game 2 new upgrades, and 1 used-on-yourself tech. How teach AI to research them?
9) I have plans to add ZP-Hybride in my mod. I saw their models (for SC1) in old mods, made trough stardraft. Can I unpack stardraft archives, and extract these models? MPQmaster can't open them.

Post has been edited 1 time(s), last time on Mar 28 2014, 8:17 pm by 09xela.



None.

Mar 29 2014, 2:00 am O)FaRTy1billion[MM] Post #2

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Hopefully someone better qualified can help clarify some things ... xD

1. I'm not sure, medics have a specific idle/stop order for this.
2. Is the button not showing up? Both the button conditions and dat reqs correct?
3. Not doable without extensive EXE modding ... There is the Independent race that sort of exists, but it has no unique supply and won't be selectable in the game lobby.
4. That's strange. Have you changed anything to do with pylons?
5. Probably. Though if you make it like a missile turret, that has an overlay and not a subunit. The sprite already exist (sprite ID 394), but you'll have to make another sprite from the tileset for the base.
6. Not sure about orders, a lot of them are pretty hardcoded. Did you set an appropriate iscript animation?
7/8. SCAIEdit will help with editing AI scripts... But I'm not terribly familiar with it to give in-depth details.
9. Wow, been a long time since I've seen anything StarDraft. xD Unfortunately I don't seem to have any StarDraft mods laying around, and I've never used MPQmaster so I don't know where to look. I'd figure the mpqs would just be in the exe or alongside it as with other -draft tools...



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Mar 29 2014, 9:54 am 09xela Post #3



1) If I remember right, this requies some sort of plugin;
2) Yes. Button showing up as enabled. But when I press it - just does nothing. However when I have not enough ore or suppuly - game tells me about this.
3) Not only. In plugin's code, at least 3 - "other", "neutral", and "none". ZP-Hybrides should use 2 kind of suppuly at 1 time. In game lobby - possable to edit menu, if I'll find someone, who know, how to use binedit, or other kind of such soft. Game lobby are not hard-coded.
4) No! Just can't understand why...
5) Tried. Unfortunate, roating part of ddoad and it's base - are different models=(((
6) Why iscript? Spell should work same as lockdown.
7/8) Who can help?
9) I'll try, but dought of result.



None.

Mar 29 2014, 6:18 pm O)FaRTy1billion[MM] Post #4

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1. Might look into the GPTP ... I've never used it, though. Requires coding.
2. Only thing I can think of is if the button setting conditions/actions are wrong...
3. I think you can use 2 supply at once by checking the two boxes, but it will cost the same supply from both. And binedit only changes the appearance, it does not change what is contained in the dropdown boxes.
4. I'm not sure. ;o
5. There isn't one for the base, which is why I say you'll have to make one. Just take a screenshot of it or something and then cut out the terrain around it.
6. You have to set an appropriate script in orders.dat, and then have the appropriate animation in iscript ... but it looks like lockdown uses "Cast spell" animation. But I've never tried to add an order before.
7/8. Not sure, most I can suggest is to download SCAIEdit and open the aiscript.bin and try to find the relevant scripts and just add your units somewhere.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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Mar 30 2014, 12:42 pm 09xela Post #5



1) I have basic coding skill. It was enough to create 3-level protoss aircraft speed upgrade, and different speed for units with same flingy. If I just could find example...
2) No, button is right.
3) Is that problem? Hybrid with few zerg DNA will be infested protoss, and hybrid with few protoss DNA will be hypermutated zerg... thats balance!=))
4) I'll try to check change date for file, and replace them from archive, but dout of result.
5) This requies modelling skills.
6) Do you know anyone who tried?
7/8) I did that before, to enable shared vision for CPU players. I really don't know how exactly teach AI to create hunter-killer, and develop "unused 56" upgrade (used for defilerunit's ranged fight, allows to damage non-organic units).

Post has been edited 1 time(s), last time on Mar 30 2014, 12:52 pm by 09xela.



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Mar 30 2014, 6:23 pm poiuy_qwert Post #6

PyMS and ProTRG developer

1) i'm pretty sure there is a FireGraft EXE edit for that. Guys use it over at BWAI.
7/8) Check out http://www.broodwarai.com/forums/




Apr 1 2014, 6:14 am O)FaRTy1billion[MM] Post #7

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Quote from 09xela
5) This requies modelling skills.
Not really. Just take a screenshot, open the PCX with whatever image editing program you have that can open pcx and then crop the image and erase the background and save as an 8-bit (256 color) bitmap with the palette the PCX already has. Then use sfgrpconv to convert it into a GRP.



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!
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Apr 1 2014, 9:51 pm Raygoza Post #8



For the autorepair and some other nice features you could mod the QoL mod, just scroll down a bit.
http://www.staredit.net/topic/15563/



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Apr 7 2014, 5:46 am O)FaRTy1billion[MM] Post #9

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Looking at FireGraft, it looks like orders have a tab with requirements. Did you set this?

Post has been edited 6 time(s), last time on Apr 7 2014, 6:18 am by FaRTy1billion.



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!
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Apr 11 2014, 9:13 pm 09xela Post #10



Quote from O)FaRTy1billion[MM]
Looking at FireGraft, it looks like orders have a tab with requirements. Did you set this?
Of course!



None.

Jul 25 2014, 12:08 pm 09xela Post #11



Well after few monthes, results are:
1) Autorepair - done!
2) Infested marine - fixed, can be hired, but few buggy.
3) Undone, few results;
4) Cancelled;
5) Cancelled;
6) Undone;
7) Undone;
8) Undone;
9) ZP-Hybrid - Done(used model from this site)!

2.5 of 9, very few results.



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Jul 25 2014, 12:18 pm 09xela Post #12



I want to know:
10) for what sake needed files bwscript.bin and iscriptx.bin?
11) What AI script runs computer player in multiplayer, for example in mode "top vs bottom"?



None.

Jul 29 2014, 8:23 pm ShadowFlare Post #13



Looks like you already got what you wanted, but for future reference, WinMPQ can convert StarDraft archives (.cwd and cwad in an exe) to MPQ and then you can extract the files from it. Get it from my site, not from elsewhere, to be sure you get the latest version.



None.

Jul 31 2014, 12:04 pm 09xela Post #14



Quote
Get it from my site
What exactly site?



None.

Aug 1 2014, 1:44 am O)FaRTy1billion[MM] Post #15

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http://sfsrealm.hopto.org/dwnload.html



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!

Oct 21 2014, 3:37 am 09xela Post #16



Is that possable to use iscript animations "Unused1" and "Unused2"? I think that it is only way how sniper shot for ghost can be done. However, when I set this animation for order "Irradiate", both vessel and ghost have done nothing, just spent energy. Iscript text fragments:
Quote
..............................
AirAttkInit GhostGndAttkInit
Unused1 GhostUnused1
GndAttkRpt GhostGndAttkRpt
..............................
GhostUnused1:
nobrkcodestart
wait 1
attack
wait 1
useweapon 118
playfram 0xcc # frame set 12
wait 2
playfram 0x22 # frame set 2
nobrkcodeend
gotorepeatattk
sigorder 2
goto GhostGndAttkToIdle
...........................
AirAttkInit [NONE]
Unused1 ScienceVessel_Base_Unused1
GndAttkRpt [NONE]
...........................
ScienceVessel_Base_Unused1:
goto ScienceVessel_Base_CastSpell




None.

Oct 25 2014, 8:33 am 09xela Post #17



Anybody here?



None.

Oct 30 2014, 3:36 pm Sand Wraith Post #18

she/her

Try different animations. For example, "Landing" might work. "CastSpell" should always work. Burrow and Unburrow may work.




Nov 4 2014, 12:22 pm 09xela Post #19



Quote
Try different animations. For example, "Landing" might work. "CastSpell" should always work. Burrow and Unburrow may work.
Thanks for advice. One more question. I tried to build terran armory as protoss building, but can't build it in a game (game crashes, once building warp-in completed). Is any way to fix this?




Nov 4 2014, 6:14 pm Sand Wraith Post #20

she/her

I'm not totally sure. The Terran building might have to be set as Protoss race, or it might have to do with the need of a WarpIn animation. I think the latter route is more likely.




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