Staredit Network > Forums > Modding Assistance > Topic: Various Modding Questions
Various Modding Questions
Jan 23 2017, 4:11 pm
By: DirectShift  

Jan 23 2017, 4:11 pm DirectShift Post #1



Hello fellow modders, I'm going to need your help to solve a couple problems I'm having.

1) Is there any way to change the position and size of the green square when you want to build something with protoss?? I tried with unit dimensions but... well... that's the unit dimensions for the finished building. I also though about modifying the staredit values but... there's no way I can change the position. SOLVED





2) When a Solar Bird dies (when a dragoon dies), a remnant appears. BUT, that remnant is assigned to player 1. So if my Solar Bird is from player 7 (white) and dies... it's remnant is going to be from player 1 (red)... any way to make remnant the same color as the unit??



3) This is a Pulse Cannon... it's basically a Siege Tank, it contains a turret. I found it's possible to change the position of the projectile: Make the bullet appear from whenever you want.

But in DatEdit I'm not able to enter negative numbers... I want the bullet to appear from the back of my Pulse Cannon... because that's where the turret is located!



4) The Pulse Cannon has a minimal range of 4... like the Siege Tank Siege Mode. However, if an unit gets closer to him... the Pulse Cannon instead of ignoring the unit and attacking another that is further, is going to get even closer trying to attack!



5) Is it possible to change the position of the rubbles?? I tried modifying the Iscript overlays but... nothing. SOLVED



6) The Stargate is now capable of making Scouts and Shuttles.

How do I tell the AI (in scaiedit) to use it properly? I mean, how do I tell the AI to make Shuttles using the Stargate?
SOLVED



7) Final question!! Can I change the hotkeys? Because the Probe (P) is now called Worker (W).... I want to create Workers when I press the "P" on my Nexus. SOLVED



THANK YOU EVERYONE!!!

Post has been edited 2 time(s), last time on Jan 29 2017, 1:21 am by DirectShift.



None.

Jan 24 2017, 1:58 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

I'm not at home so I can't answer in much detail, but #1 I think is the staredit value, or some other dimension. The only way to change the position is to move it in the grp so the center of the image is in the center of the frame.

#2 I'm not sure without plugins since sprites generally aren't owned.

#3 you could try spawning it 180° from where you want and hope it doesn't follow a crazy trajectory xD

#4 that probably has something to do with the tank normally not being able to move... There could be a hardcoded AI thing or a certain order for it?

#6 There might be ai conditions in FG or somewhere, but I've never actually used scaiedit

#7 is in stat_txt.tbl. search for the string that says to build it, and I believe it is either prefixed by or contains the small letter of the hotkey.

I might have answers for some of the other questions, but I have to do a bit of looking that I can't do on my phone.



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!

Jan 26 2017, 11:27 pm DirectShift Post #3



Thanks Farty, I solved #6 by discovering that the AI is smart enough to make the shuttles without doing anything... hehe.

About the others:

1) I modified the height and width from staredit but didn't affect anything, know why? maybe it's bugged?

2) any other way?

3) How do I spawn it 180°?? I only have X,Y offsets!!

4) I checked and modified the orders but couldn't accomplish it...

5) what about this?

6) Solved =)

7) Already did it! but hotkey is not affected... look at the image in the first post... you can see that I already modified the text.


Thanks farty.



None.

Jan 27 2017, 1:31 pm Corbo Post #4

ALL PRAISE YOUR SUPREME LORD CORBO

#1 I think it is determined just like the selection circle is. You need to set the unit value to "small", "large" or whatever. I think there's also flags in dat edit for building size, I'm not sure if I remember this properly or if this is SC2, though.

#2 How is your remnant created? Is it controllable or it is just a replacement for the dragoon? Shouldn't spawn the remnant as any player but 12 maybe, that's why I am asking how is the remnant created.

#3 I think you'll have to edit the missile's iscript fo spawp negatively offseted I'm not sure if you can do this one, though. But you could probably find a hacky way like making the .lo file be displaced so 0,0 is far back from the actual unit.

#4 I'm not sure why it's doing this since it's not normal siege tank behaviour...

#5 I think rubbles just spawn at 0,0 from where the building was. Whatt is the main issue here? Do they show up elsewhere, do you just want them to be somewhere else or what?

#6 Solved. k.

#7 you probably just have your string messed up. you use something like TBL PAD or PyTBL to edit stat_txt.tbl. The way string works is that the VERY FIRST letter of your string is the hotkey. The things in brackets are just color codes or formatting codes. So if you want your worker unit to be hotkey'd to w you'll have to do something like w[01]w[00]orker if I remember correctly. You'll have to excuse the fact that I am not using the proper brackets as I don't have them assigned to my keyboard atm.



fuck you all

Jan 27 2017, 5:14 pm Neiv Post #5



You might be able to make weapon spawn behind the attacker by having iscript turn the unit around before attacking, e.g.
Quote
turncwise 16
attack
turncwise 16

And then setting the weapon's launch spin in weapons.dat to 128.



None.

Jan 27 2017, 5:24 pm Zoko-TkZ Post #6



For #5, you can change the position of the rubble in the .grp, if your rubble sprite has different dimensions from your building sprite it will appear to be offset even though it is appearing at the exact same x,y coordinates. So if your building is a 128x128 size image and your rubble is a 128x64 size image, you would add 64 pixels of blank space in the y dimension to move it down that much and match the position of the building.



None.

Jan 27 2017, 6:23 pm O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

Quote from Corbo
#1 I think it is determined just like the selection circle is. You need to set the unit value to "small", "large" or whatever. I think there's also flags in dat edit for building size, I'm not sure if I remember this properly or if this is SC2, though.
Selection circle is determined in sprites.dat ...

In the StarEdit tab there is Placement Box, this should be the building placement dimensions. I'm not sure why it wouldn't work though.
DatEdit's hint seems to imply it is only in StarEdit. Maybe the building sizes are determined by the unit dimensions somehow?

Also for the hotkey, you would change the string "p<1>Build <3>P<1>robe<0>" to "w<1>Build <3>W<1>orker<0>", ensuring the prefixed "p" is a "w". I think they must also be lowercase.

EDIT: No, StarEdit's Placement Box is the correct setting:


Post has been edited 1 time(s), last time on Jan 27 2017, 6:31 pm 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!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 27 2017, 6:32 pm Corbo Post #8

ALL PRAISE YOUR SUPREME LORD CORBO

Quote from O)FaRTy1billion[MM]

EDIT: No, StarEdit's Placement Box is the correct setting:
Cool.

Quote from O)FaRTy1billion[MM]
I think they must also be lowercase.
This is true.



fuck you all

Jan 29 2017, 1:38 am DirectShift Post #9



Thanks guys!! only need to solve 2,3,4 and we are done!!

Quote from Corbo

#2 How is your remnant created? Is it controllable or it is just a replacement for the dragoon? Shouldn't spawn the remnant as any player but 12 maybe, that's why I am asking how is the remnant created.

I didn't modify anything... it's created by iscript:

lowsprul 192 0 0 # DragoonDeath (protoss\pdrDeath.grp)

Quote from Neiv
You might be able to make weapon spawn behind the attacker by having iscript turn the unit around before attacking, e.g.
Quote
turncwise 16
attack
turncwise 16

And then setting the weapon's launch spin in weapons.dat to 128.

That works well for normal units Neiv, I think we almost solve this... there's a small problem, it's a tank and it has a turret... the problem now is this:

[see image attached]

When the turret is pointing at four (like the tank) everything goes well... the bullet appears at four...

BUT, if the tank is not pointing exactly as the turret... then it doesn't work...

I marked with numbers where the bullet appears if the tank is facing in that direction and the turret rotates correctly.

(if turret is aiming 2, the bullet will appear 2)

It's like the bullet is following the position of the tank and not of the turret.

I pasted your code in the iscript of the turret.

Any ideas?

Attachments:
asdasd.png
Hits: 2 Size: 40.65kb



None.

Feb 15 2017, 10:40 pm DirectShift Post #10



Hey, I think I have a solution for #3!!
I'm going to test it RIGHT NOW and tell you!



None.

Feb 15 2017, 10:55 pm DirectShift Post #11



Nevermind, doesn't look possible =(.

I'm going to change the dynamics of the shoot so it looks good.

If anyone has an idea of how to make it work, tell me...



None.

Feb 15 2017, 10:59 pm Corbo Post #12

ALL PRAISE YOUR SUPREME LORD CORBO

I'm still not completely clear on what you're attempting to do...

Care to explain a bit more?



fuck you all

Feb 15 2017, 11:23 pm DirectShift Post #13



Sure, look:

I'm attaching an image of my tank...

What I want do is to be able to spawn a bullet from the turret! and the turret is located on the back of the tank...

A guy over here offered a solution but it didn't work: in RED you can see what happened when I implemented that solution.

I want to make it work like it appears on GREEN.

Is it possible?

Thanks

Attachments:
tanks.png
Hits: 4 Size: 210.34kb



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:41 am]
v9bettel -- Nice
[01:39 am]
Ultraviolet -- no u elky skeleton guy, I'll use em better
[10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[10:11 pm]
Ultraviolet -- :P
[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
O)FaRTy1billion[MM] -- nice, now i have more than enough
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- if i don't gamble them away first
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- o, due to a donation i now have enough minerals to send you minerals
[2024-4-17. : 3:26 am]
O)FaRTy1billion[MM] -- i have to ask for minerals first tho cuz i don't have enough to send
[2024-4-17. : 1:53 am]
Vrael -- bet u'll ask for my minerals first and then just send me some lousy vespene gas instead
Please log in to shout.


Members Online: Roy, Orman