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
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Sep 21 2014, 3:07 pm SCRuler Post #81



Quote from Sand Wraith
Quote from SCRuler
Do I need to use iscript for the warp gate to be able to use "reverse" recall?

No, you shouldn't need one. At most, you /might/ need a CastSpell animation if it does end up crashing.
It doesn't crash. It just doesn't friggin' work. And plus I can't even warp in Warp Gates, even though I set up the dat requirements for the probe to build it and gave it the button.



None.

Sep 21 2014, 5:40 pm SCRuler Post #82



I'm having a few troubles with adding buildings and with giving the vulture an air attack again. Also, giving the vulture a new grp.
The Warp Gate and the Psi Disrupter can be built but there are key troubles: 1) Finishing a Warp Gate warp in causes it to be suddenly clear with a zealot on top of it. I dont know why.
2) Building the Psi Disrupter provides much of the same.
3) The new graphic I have for the vulture doesn't appear and when I try to make it attack (I made the frag grenade attack into an STA missile attack) nothing but, again, a zealot appears in the middle of the vulture's sprite.



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Sep 23 2014, 5:50 pm SCRuler Post #83



new issue: Making the "dog of war" (Devouring one) burrow causes everything to crash. It's alright when it's trained by the barracks, and it can run around. It's technically a hero and it should be able to.



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Sep 24 2014, 6:25 am O)FaRTy1billion[MM] Post #84

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Does it use custom graphics? Did you change the iscript? Burrow crashing is usually iscript related.



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Sep 24 2014, 9:04 am Sand Wraith Post #85

she/her

Quote from SCRuler
I'm having a few troubles with adding buildings and with giving the vulture an air attack again. Also, giving the vulture a new grp.
The Warp Gate and the Psi Disrupter can be built but there are key troubles: 1) Finishing a Warp Gate warp in causes it to be suddenly clear with a zealot on top of it. I dont know why.
2) Building the Psi Disrupter provides much of the same.
3) The new graphic I have for the vulture doesn't appear and when I try to make it attack (I made the frag grenade attack into an STA missile attack) nothing but, again, a zealot appears in the middle of the vulture's sprite.

your issues are almost certainly script related. Vulture air attack should be easy, dat edits plus air attack animations.

3) might have something to do with your grp file, maybe palette, maybe script. The attack problem should be script related, possibly look for code involving overlays.




Sep 25 2014, 12:30 am SCRuler Post #86



Quote from Sand Wraith
Quote from SCRuler
I'm having a few troubles with adding buildings and with giving the vulture an air attack again. Also, giving the vulture a new grp.
The Warp Gate and the Psi Disrupter can be built but there are key troubles: 1) Finishing a Warp Gate warp in causes it to be suddenly clear with a zealot on top of it. I dont know why.
2) Building the Psi Disrupter provides much of the same.
3) The new graphic I have for the vulture doesn't appear and when I try to make it attack (I made the frag grenade attack into an STA missile attack) nothing but, again, a zealot appears in the middle of the vulture's sprite.

your issues are almost certainly script related. Vulture air attack should be easy, dat edits plus air attack animations.

3) might have something to do with your grp file, maybe palette, maybe script. The attack problem should be script related, possibly look for code involving overlays.
A very strange thing I found when I tried to extract the grp for the psidisruptor. The thing is all discolored. My mind was blown. I can't deal with it.
I am gonna probably abandon using the warp gate as it doesn't do shit. But I'm gonna have to work on those other two. I need help with the psi disruptor grp though.



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Sep 25 2014, 2:13 am O)FaRTy1billion[MM] Post #87

👻 👾 👽 💪

Oh, I said in the shoutbox it is because it uses terrain colors, you just need to decompile it with a tileset palette instead of the basic palete.



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 25 2014, 8:42 pm SCRuler Post #88



ok.

I just edited the vulture iscript, and I got the modified graphic right, but for some reason it still only "spawns" a fused zealot in the middle.
I added the "terran construction" thing to the Psi Disrupter but it still appears automatically. I guess the GRP and the iscript needs editing.



None.

Sep 25 2014, 9:00 pm SCRuler Post #89



Question: Is it possible to make larva survivable on non-creep ground



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Jan 24 2015, 2:42 am SCRuler Post #90



Guys! I've been slow working on things for ages. I'm guessing you guys don't bother with SC1 Modding anymore.
But if there are plugin artists that can help me, I was hoping you could help me do something.
I need to attach a suicide "Bionuke" ability to an "Unknown Tech" item, since I dont know how to attach attacks to the Unknown Tech stuff. I think I'm going to be able to make a new cloak ability as I think it's attached to Firegraft and whatever random cloaking research you can muster. I can't find a way to make a whole new "build bionuke" and stuff like that even though the infested ghost I managed to make can target nukes (thanks to the incomplete iscript I put up, which even after the nuke lands, it ceases to be able to move and attack and use abilities, despite saying quotes when given orders and clicked on.



None.

Jan 27 2015, 4:45 pm 09xela Post #91



Quote from SCRuler
Guys! I've been slow working on things for ages. I'm guessing you guys don't bother with SC1 Modding anymore.
But if there are plugin artists that can help me, I was hoping you could help me do something.
I need to attach a suicide "Bionuke" ability to an "Unknown Tech" item, since I dont know how to attach attacks to the Unknown Tech stuff.
1st: does your tech used as attack (should you set target for it)?
2nd: you need edit dat requiements, create custom button set, and set condition for order "Teach Researched" - 34.




Feb 13 2015, 6:36 pm SCRuler Post #92



Ok, so I restarted the mod because I fucked something up completely which prevented all zerg from being able to burrow even if it was the original burrowing capable ones.
I'm at a place where I think I want to be with it except for a few things:

1: I wanted to give the Ultralisk "Dark Swarm" because I couldn't reasonably add it to any other unit. i have it attached in Firegraft and I gave the Ultralisk spellcaster ability. However, whenever I cast it on a target (terrain or otherwise) it does nothing but spawn an unselectable mutalisk right in the place of the Ultralisk. What's up with this?

2: I want to make Zerglings able to morph into Broodlings since I replaced broodlings in "spawn broodling" with larva for the queen. I wanted it to be researched like the Lurker Aspect. Should I attach it to an Unknown Tech item? What do I do?

3: I still want that bionuke ability, and I also would like to make a "psionic" ability for the Infested Ghost. What do I do about this?

4: What unit can I use to make a dedicated Air-to-Ground attacker(a bomber if you will) for terran? Also, I think I'd like to make a zerg "Capital ship". How would I go about that? Is there any good grps for a Leviathan or are there any kitbash artists still around?



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Feb 14 2015, 12:33 pm Pr0nogo Post #93



1. Is there a CastSpell animation in the Ultralisk's iscript entry? Are the Dat Requirements in FireGraft set properly?
2. That's 100% hardcoded. You'll have to replace a unit that morphs into another unit. Essentially, no more Lurker (or Devourer if you want to keep the Lurker).

4. Are you asking for thematic assistance or graphical assistance for a Terran bomber? I would just replace the Valkyrie or replace a hero unit and turn it into a bomber that way. As for graphics for a Leviathan, your best bet is to do it yourself.




Feb 14 2015, 3:26 pm SCRuler Post #94



as for 1, I figured that out. And for 2, that really sucks. I guess i'll have to take it out.
I can get graphics stuff for a Terran Bomber. I was hoping to keep the Valkyrie. Should I change the Science Vessel? It's not really all that needed is it?



None.

Feb 14 2015, 5:54 pm Pr0nogo Post #95



Science Vessel inherits weird shit from the Science Vessel turret. Try replacing a hero air unit and mapping its graphics to an unused grp, like kcritter or flag.




Feb 14 2015, 7:24 pm SCRuler Post #96



so kcritter exists? where is that? WHAT is that?
Also, what do I do about broodlings? I've changed them to being birthed by larvae but it still says it costs 100 energy and doesn't even add any other resources. I wanted them to be used as an emergency hive cluster defense solution. I add them to larva selection and I make them dependent upon Unused Tech 26 which works so far but when I hatch them it's near instantaneous instead of the 5 seconds I wanted them to take, and right as the egg is hatching it freezes after they make their noise. What can I do about this?



None.

Feb 14 2015, 8:12 pm SCRuler Post #97



Correction: I managed to fix it by giving it "Scourge" birth. The energy icon is still there replacing the resources thing. Also, it has it's death counter on 0 permanently and it's not dying from it, and even though I have "2 from one egg" checked, it's only one each from one egg. What can I do about this?

Also, I played a custom ffa match against AI. I replaced the shield battery into the pylon's place and removed the pylon from the build list altogether but the protoss AI built them and only built one shield battery (I changed it into the Charge Pylon). Also it spammed air of course. The Terran AI was super slow and mostly only built Gungnirs(Valkyries).
How do I change the AI build order to making the Charge Pylon replace the pylon? Not really important yet, but will be when I make the actual campaign.

Post has been edited 4 time(s), last time on Feb 15 2015, 3:19 am by SCRuler.



None.

Feb 15 2015, 4:06 am Pr0nogo Post #98



kcritter is korhal critter a.k.a. Scantid. Listed in the mpq as unit\neutral\kcritter.grp. Lots of graphics have names that aren't the same as their in-game counterparts, e.g. Valkyrie is unit\terran\bomber.grp.

I can't really understand how you have your mod set up based on what you've described so I'm just going to tell you how I would do it. First, in FireGraft, add a button to the command card of the Larva. Set a tech requirement if necessary. Do not set it to use the Queen ability 'Spawn Broodling', but instead set it to create them like they create Zerglings. Enable Broodlings for the Larva in Dat Requirements, also done in FireGraft. Set a birth animation in units.dat, as you previously noted that you had done.

In my limited testing of 2 units in 1 egg, I haven't been able to actually replicate what happens with the Zerglings, so it's likely something that's hardcoded either to a frameset/UID in iscript code or to the Zergling itself. I would recommend experimentation with either possibility until you find something that works.

As far as AI goes, you either replace the Pylon with the Shield Battery (easy, limited way) or you go about coding your own AI script (not as easy but still easy, much less limited way). I recommend the latter option since it allows you to a.) give your own melee scripts if you plan on making melee gameplay against AI a feature of your mod and b.) make varied campaign missions with dynamic AI types instead of reusing the same few scripts over and over again. Investing some time into learning BWAI programmes and the like will pay off manifold if your project gets off the ground.




Feb 15 2015, 4:54 am Sand Wraith Post #99

she/her

You need to use Zerg Zergling or Zerg Scourge birth animations for the duplicated unit for 2 Units in 1 Egg to work properly. (EDIT: I don't remember if it matters, but you should map ground duplicate units to Zergling birth and air duplicate units to Scourge.)

AIs bypass graphical build lists and depend solely on Unit Requirements in Firegraft and their AI script. If their AI script asks for X, and X's requirements are fulfilled, the AI can build X regardless of whether or not X is graphically accessible.




Feb 15 2015, 5:00 am Pr0nogo Post #100



I did forget to mention that buttons don't actually matter to AI. That's why mods like Armageddon Onslaught have no button sets for the AI-controlled race (and as such are not playable by human players) but are operated solely by the script itself. That's also why your AI is constructing Pylons despite their button being removed from the command card.

Just tested 2 units in 1 egg with Sand Wraith's corrections and they do indeed function as expected. Only drawback is the Zergling birth animation.




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