Let's see if it works when I remember to check "Battle Reactions" and "Full Auto Attack".
None.
Suffice to say that it
isn't working.That is, in the latest test, when I lured an enemy drone in and told the command center to attack it, the building immediately started
CHASING (lolwut?) the drone back to it's base, not responding to commands, until it stopped in the middle of the enemy's base, attempted to fire, and the game crashed.
None.
I think it's safe to say you have encountered a minor problem.
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.
Change the dat edit properies to what the Protoss Photon Cannon has.
I think it's safe to say you have encountered a minor problem.
Well, technically, the CC
did manage to get off a single pot-shot at the drone before it started moving.
Still.
None.
Copy over only the "AI Actions" tab.
It's working much better now, with two exeptions:
-It refuses to auto-attack.
-If the Command Center deals the finishing blow to a unit, the game crashes.
None.
It's working much better now, with two exeptions:
-It refuses to auto-attack.
-If the Command Center deals the finishing blow to a unit, the game crashes.
Check its aquisition range.
It might be the CC's toidle animation. Change it to something else without a 125 wait.
I
think hope I've got the CC fixed, but that needs moar testing.
Next: I gave the civilian the ability to build structures and repair, and made it buildable in the CC (FireGraft ftw).
There are two problems, however:
-When I click on the button to build basic buildings, the Command Center, Supply Depot, and Refinery buttons are not only greyed out (despite my owning a CC), but are unclickable and don't display text.
-When repairing, the civilain spawns a Mature Chrysalis sprite at his location.
None.
You need to edit the dat requirements in Firegraft. Each building has a list of opcodes that it follows. Just add this to each building that you want the civilian to be able to be built:
Or
Current unit is...
Civilian
Now, go to the orders tab in the dat requirements and make sure that the repair function(s) also has (have) that.
The civilian can build now (and could repair), but I still have the problem of the chrysalis sprite. One spawns under the civilian every time one would see the "spark" from an SCV's Fusion Cutter during building or repairing.
I think that giving the civ a weapon (like the fusion cutter) might resolve the problem, but I'm not sure.
None.
I think the game is calling a header that isnt in your script. Make sure your civilian has similar headers and scripts as the SCV.
-If the Command Center deals the finishing blow to a unit, the game crashes.
Hmm... I've encountered the same kind of thing when attempting to give an attack to the scanner sweep...
None.
Also, to the OP, you used the attackshiftproj opcode for your attack (like the Firebat does...), I'm thinking perhaps what you needed would be attack, for your missiles, although, not being sure what attackshiftproj actually does with ranged weapons (I know it fires melee weapons at the specific distance in front of the unit...). Perhaps it tells the missile to appear in front of the unit?
Yes, it specifies how far in front it will appear and it does work for projectiles.
edit: heh, I didn't even realize I was replying to a post in the same topic; I had a tab that was already open for replying to that post.
None.
Make sure that your unit actually waits before moving on to the next command after the attack opcode. Say an attack takes 12 clicks to finish -- your unit should have:
...
attack
wait 12
...
Epic mod will be epic if/when I finish it.
Also, been trying to convert the Nexus (after re-imagining what I'd been working on). Protoss buildings = pain in the ass.
I ripped off the barracks for the Working animation:
NexusIsWorking:
playfram 0
wait 3
playfram 2
wait 3
playfram 3
wait 3
playfram 4
wait 3
playfram 3
wait 3
playfram 2
wait 3
goto NexusIsWorking
The problem is, das blinkenlights
won't stop blinking, even after the build order is finished/cancelled.
None.
It supposed to go to a wait block:
NexusIsWorking:
playfram 0
wait 3
playfram 2
wait 3
playfram 3
wait 3
playfram 4
wait 3
playfram 3
wait 3
playfram 2
wait 3
goto NexusLocal00
But, yeah, making protoss emulate terran buildings are a pain. Or hell, editting protoss buildings in general.
Edit: A of s t beat me to it.
None.