Since i'm restarting my mod once again (after getting a new computer) I want to be a bit more ambitious.
is it possible to give Scivessels attack?
Also, how does one implement Blink, say with dragoons?
None.
ALL PRAISE YOUR SUPREME LORD CORBO
yeah, you could give the Science vessel an attack. You'd need to add a weapon to it and add iscript entries for the attack animation and also, probably, you'll have to change the button command on Firegraft.
As for the blink, I doubt it's possible outside of a plug in. I've seen it done with plug ins made with the GPTP, BUT, a workaround COULD be if you salvage scanner sweep or dark swarm, as they are really only units and you could make it so scanner sweep is actually a dragoon. Problem with that is that you'll be creating a new unit and not actually teleporting the old one, so you'll get a new dragoon with full HP. There's always ways to detect how much HP it had before so you can damage the newly created dragoon via triggers but at that point you're better off using the location plug in and just trigger a teleporting spell than creating a far more complex system.
Post has been edited 2 time(s), last time on Apr 8 2016, 2:37 am by Roy.
fuck you all
Im aware of the whole "add the weapon" in dat-edit and the attack animation in the iscript entry AND the firegraft stuff.
The thing is, whenever I tried to implement, i always ran into snags. Should it be the turret or the base of the scivess that is the basis for the attack? everything else is relatively easy compared to that. I'd like suggestions as to how to implement it in terms of iscript. That's the hardest part.
So yeah, In the case of blink i'd need someone to develop a plugin for me, if they would be so kind. I have a few plugins for certain things, like a passive energy recovery boost when a Scivess is in proximity, and I think it slightly stacks when multiples are around.
I think it was either sand_wraith or Pr0nogo who wrote it for me, so if they would be so kind as well, I'd like a slight update to the boost rate because it's slightly slower than perceptible.
None.
Sand_Wraith does plugins, I'm everything but a programmer.
I remember having problems with the Science Vessel having an attack; it's seemingly more complex than other units with turrets (Goliath, Siege Tank) but I'm fairly certain it's possible. I believe the turret will need the animations in iscript.bin.
Plugins have been done for blinking, so someone with expertise in that field should be able to point you towards an already-existing plugin.
ALL PRAISE YOUR SUPREME LORD CORBO
I think the guy that did the blink also released his source. Might be wrong, though.
Post has been edited 2 time(s), last time on Apr 8 2016, 2:37 am by Roy.
fuck you all
Isn't it the same person who made the warp-in plugin?
Wait, someone did a warpin plugin?
Jesus I gotta get my hands on that.
If anyone knows where those sources are, I'd like to know.
And maybe I should hit up SW for an update for that plugin.
So for that matter about the Scivess, are you saying the turret iscript is the one that needs the attack animation edit or what?
and to open another can of worms, is a plugin enabling distant-repair (like in SC2 for scivess) possible?
None.
ALL PRAISE YOUR SUPREME LORD CORBO
http://www.staredit.net/topic/16946/
Post has been edited 2 time(s), last time on Apr 8 2016, 2:37 am by Roy.
fuck you all
So I took a look, he says he has reactor and warpin. He doesnt say Blink though. Is the "fork" hyperlink where he keeps the plugins?
None.
ALL PRAISE YOUR SUPREME LORD CORBO
Yes it is. Also, look at his youtube channel. Lots of fun plug ins in there. That's also where I saw the blink one too, I think.
Post has been edited 2 time(s), last time on Apr 8 2016, 2:37 am by Roy.
fuck you all
ok I downloaded the zip... now how do I implement this?
None.
Well, you have two options:
A) Look into the GPTP folder, in debug, there is a .qdp file, load that file to your exe via firegraft. You'll have all the plugins loaded with the default set up
B) Use Visual 2008 and edit the files you want, compile the solution and continue with step A).
I'm gonna write (eventually) info about how to use or make changes to customize the plugins.
hmm. coding. im kinda intimidated by that.
Also I appear to be having some more difficulties right now. I re-implemented the Sleipnir (an ATS terran bomber) but it still can't move. I piggybacked off the Ursadon. I tried to edit the iscript but I dont know whats going on.
Also, I'm trying to give some abilities to a unit based off Tom Kazansky (turning it into a prototype Valkyrie hero for campaign) and they're showing up, but not working. it can cloak but im tryin to give it EMP and Lockdown. theyre not working either.
I tried adding Tom to the dat requirements list for each, and its not working for some reason.
None.
I appear to be having some more difficulties right now. I re-implemented the Sleipnir (an ATS terran bomber) but it still can't move. I piggybacked off the Ursadon. I tried to edit the iscript but I dont know whats going on.
Go into DatEdit -> Images.dat and make sure all four checkboxes are checked, as seen here:
Without a sample of your iscript it's difficult to identify the cause of your problems.
Also, I'm trying to give some abilities to a unit based off Tom Kazansky (turning it into a prototype Valkyrie hero for campaign) and they're showing up, but not working. it can cloak but im tryin to give it EMP and Lockdown. theyre not working either.
I tried adding Tom to the dat requirements list for each, and its not working for some reason.
Check the DAT Requirements again and make sure that 'Is hero and enabled' is present at the top of the tree, as seen below:
Also check the map you're using to test these changes, and make sure the tech in question is enabled (or researched) by default for the players in question.
I appear to be having some more difficulties right now. I re-implemented the Sleipnir (an ATS terran bomber) but it still can't move. I piggybacked off the Ursadon. I tried to edit the iscript but I dont know whats going on.
Go into DatEdit -> Images.dat and make sure all four checkboxes are checked, as seen here:
Without a sample of your iscript it's difficult to identify the cause of your problems.
Also, I'm trying to give some abilities to a unit based off Tom Kazansky (turning it into a prototype Valkyrie hero for campaign) and they're showing up, but not working. it can cloak but im tryin to give it EMP and Lockdown. theyre not working either.
I tried adding Tom to the dat requirements list for each, and its not working for some reason.
Check the DAT Requirements again and make sure that 'Is hero and enabled' is present at the top of the tree, as seen below:
Also check the map you're using to test these changes, and make sure the tech in question is enabled (or researched) by default for the players in question.
Even better, I'll give you the exe.
I just checked the image.dat and it's got all four of those checks.
Im sure you know by now, I'm not a noob, I've looked at this from most angles and I checked that I had all the enabled's.
Granted, I'm rusty with the iscript but I'm pretty sure the same one should still work, I recompiled it and everything.
Attachments:
None.
Well... in your iscript (the one in the .exe) the wraith doesn't has a castSpell animation.
Maybe that's the problem.
oh I understand now.
Ok, so I tried making a fresh Castspell order but it doesn't do anything.
Any suggestions?
Also, the Ursadon value is still not working.
Here's the iscripts I'm trying to work with.
Attachments:
Post has been edited 3 time(s), last time on Feb 18 2016, 5:09 pm by SCRuler.
None.
So guys, can you help me?
None.
Using Ursa in most cases won't work (well... most critters).
Try using another unit.
Wraith isn't working? Could you upload your current .exe?
The Ursa worked before on my last computer for some reason.
And the wraith isn't broken, its just that the spells I added to the hero unit (which i basically turned into a valkyrie).
Should I change the Valkyrie iscripts instead?
Attachments:
None.