Staredit Network > Forums > Modding Assistance > Topic: Final Stretch
Final Stretch
Feb 17 2015, 9:42 pm
By: SCRuler
Pages: < 1 2 3 4 5 >
 

Feb 27 2015, 11:09 pm SCRuler Post #41



Yeah I asked excalibur for help, none yet though.



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Feb 27 2015, 11:11 pm Sand Wraith Post #42

she/her

I dug up two things that might be of interest.

Attachments:
zergCapitalShipPossibleGRPs.zip
Hits: 2 Size: 69.69kb




Feb 27 2015, 11:40 pm SCRuler Post #43



Oh wow, thank you man you're being very kind! Where'd you find this btw?



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Feb 27 2015, 11:55 pm Sand Wraith Post #44

she/her

I don't know. I have some resources from very old, archived StarCraft sites that date back to the era of CWADS and StarDraft (which I wasn't around for), some from Maplantis archive, and some from Corbo's site. Some I got from Excalibur, some from Polaris, and others? Who knows. I don't. lol




Feb 28 2015, 1:34 am SCRuler Post #45



Alright then!
Cloaking is fixed for the infested ghost. I also added consume to the queen.
Only a few things left. I'm gonna use the second (only one frame) sprite for the zerg capital ship you showed me, so I'll need help with setting up the iscript for that. Also, if there is a way to make a spell that transfers energy or something? Or can I make a duplicate version of consume that only does SOME damage?



None.

Feb 28 2015, 1:43 am Sand Wraith Post #46

she/her

I'm not sure if there is anything to set up. Base your script off of a simple flyer, like the Wraith. Since the graphic only has one frame, you should only need one playfram 0 opcode throughout the whole script. I also recommend going into images.dat and turning off "Graphic Turns." To ensure your unit can attack, however, make sure its weapons have an 128 attack angle to shoot.

See the Photon Cannon for reference on how to make a non-turning unit that has no problem attacking any units from any angle.




Feb 28 2015, 1:55 am SCRuler Post #47



Given that it's only one frame I figure it'd be closer to the Science Vessel script. I was thinking it could have an overlord as a sort of turret. Also, if those spells are possible, it'd be much appreciated. Also, I'm having an issue with recall: It works reverse decently, but often, units that aren't the main unit end up being teleported to the upper left corner of the map. is there a means to fix that?



None.

Feb 28 2015, 6:17 am Sand Wraith Post #48

she/her

Wraiths only have more frames because they turn, and that turning isn't expressed in scripts usually.
But yeah, Science Vessels are fine too.
Do you want an Overlord turret as a subunit or just to appear that way, like the Goliath or the Science Vessel?
The complication with having a sub unit tier is that you will need a *.lo file to describe the positions that the turret will be in.

I don't know how to fix that about reverse Recall.

I'm not sure what you're asking about wrt consume.

A transfer energy spell would be possible. The problem remains of having an order id and tech id to use for it though. This will basically always be the problem one will run into when making new spells. If you don't have enough IDs, you cannot make unique energy costs because the order refers to a tech to get the energy cost. I don't recall if the order additionally describes the targeting behavior of the spell, that is, effect-on-click or requires-a-target.

This sort of limit is difficult to get around, similar to the weapon limit, which isn't even over 200 iirc.




Feb 28 2015, 2:37 pm SCRuler Post #49



I think the weapon slots are easiest to consume because there are so many "unused".
And in my sweeps I see two orders that are labelled "unused" in DatEdit: Warp In(unused) and Guardian Aspect(Unused). Plus there are plenty of unused Techs. So if theyre capable of being used, do you think you'd be able to figure something out?

Edit: Ok, I started work on the Overmind with shell iscript. Dont know what I should do at this point. Just before I try to finish, I'm gonna hand it over to you guys to see if you can polish it up.
I'll include the graphic as well so you can see how well it'll work.

Post has been edited 1 time(s), last time on Feb 28 2015, 6:18 pm by SCRuler.



None.

Feb 28 2015, 9:45 pm SCRuler Post #50



Also, additionally, I'd like to know what it takes for to let certain units build other units. Not like reavers or carriers, just like building anything quickly. As well, I'd like to know how to allow ensnare on buildings.

Post has been edited 1 time(s), last time on Mar 1 2015, 12:34 am by SCRuler.



None.

Mar 1 2015, 2:19 pm Sand Wraith Post #51

she/her

On spells: If I figure something out, I'll get back to you.

Script: If it works in game, and it satisfies you, then it's fine. All I'll say is that if you have code blocks that are the exact same besides in label name, you should probably erase the duplicate blocks and point the animations to only one copy of the code to avoid wasteful bits. iscript.bin has a file size limit, although I don't remember what it is.

Building units with units: Just try it out.

Ensnare: Set the flag, 1, to something you don't care about not getting ensnared, like 8192 = 0x00002000, for resource containers (mineral fields and geysers).

Code
//Based on BWAPI; for use with units_dat::BaseProperty[]
namespace UnitProperty {
enum Enum {
 Building            = 0x00000001,
 Addon               = 0x00000002,
 Flyer               = 0x00000004,
 Worker              = 0x00000008,
 Subunit             = 0x00000010,
 FlyingBuilding      = 0x00000020,
 Hero                = 0x00000040,
 RegeneratesHP       = 0x00000080,
 AnimatedIdle        = 0x00000100,
 Cloakable           = 0x00000200,
 TwoUnitsIn1Egg      = 0x00000400,
 NeutralAccessories  = 0x00000800, //AKA "Single entity" (prevents multi-select, set on all pickup items)
 ResourceDepot       = 0x00001000,
 ResourceContainer   = 0x00002000,
 RoboticUnit         = 0x00004000,
 Detector            = 0x00008000,
 Organic             = 0x00010000,
 CreepBuilding       = 0x00020000,
 Unused              = 0x00040000,
 RequiredPsi         = 0x00080000,
 Burrowable          = 0x00100000,
 Spellcaster         = 0x00200000,
 PermanentCloak      = 0x00400000,
 NPCOrAccessories    = 0x00800000, //AKA "Pickup item" (data disc, crystals, mineral chunks, gas tanks, etc.)
 MorphFromOtherUnit  = 0x01000000,
 MediumOverlay       = 0x02000000, //Used to determine overlay for various spells and effects
 LargeOverlay        = 0x04000000, //Used to determine overlay for various spells and effects
 AutoAttackAndMove   = 0x08000000,
 Attack              = 0x10000000, /**< Can attack */
 Invincible          = 0x20000000,
 Mechanical          = 0x40000000,
 ProducesUnits       = 0x80000000, /**< It can produce units directly (making buildings doesn't count) */
};
}





Mar 1 2015, 2:23 pm SCRuler Post #52



Thanks on everything. I have to say though, I tried out giving my Sentinel the ability to build Observers and nothing happened. No build order thing, nothing.



None.

Mar 1 2015, 2:45 pm SCRuler Post #53



Ok, so here's the thing. I tested it. It doesn't crash the game, but it doesn't move and it doesnt even fully form. It hatches from the construction coccoon and freezes at the explosion part of it, and then it just appears to be a drone. Nothing more. Im not sure I'm implementing this right.

Also, it doesnt go over 255.
EDIT: I used 0 and it worked decently. buildings are ensnared, units are ensnared.
when it comes to the overmind unit, I can hatch it like a building but it doesn't move. It can't move at all or attack. I tried setting the settings as unit but it just fucks up like shown above. I dont want it to be hatched from an egg because it seems incredibly unwieldy and badly done.

Post has been edited 1 time(s), last time on Mar 1 2015, 3:18 pm by SCRuler.



None.

Mar 1 2015, 5:01 pm O)FaRTy1billion[MM] Post #54

👻 👾 👽 💪

Quote from Sand Wraith
iscript.bin has a file size limit, although I don't remember what it is.
64 KB.

Are your AlmostBuilt and Built animations correct?



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Mar 1 2015, 6:12 pm SCRuler Post #55



I suppose so. I haven't changed much. Only thing is At the end of the "Built" item, I had to place an order or something so I addded Local00 I think. I'll post what I have.



None.

Mar 2 2015, 6:55 pm SCRuler Post #56



Ok, so last few problems:
-Zerg "capital ship" not functioning correctly (doesn't crash, might be iscript, might not be. Not sure).
-Want a spell-energy transfer spell or application of spell-energy transfer to an existing spell.
-Need a way to change the AI, specifically build order (I want to erase pylons from the ability to be built as I'm replacing the shield battery (charge pylon) in that role)



None.

Mar 2 2015, 7:08 pm Pr0nogo Post #57



For problem 3, simply write your own scripts with SCAIedit.




Mar 2 2015, 7:10 pm SCRuler Post #58



But I can't write scripts. I'm terrible at it.



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Mar 2 2015, 7:17 pm Pr0nogo Post #59



You'll just have to learn. :jaff:




Mar 2 2015, 7:33 pm SCRuler Post #60



well I at least need a link.



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