Staredit Network > Forums > Modding Assistance > Topic: Rage Ability
Rage Ability
Jun 2 2008, 11:56 pm
By: A_of-s_t  

Jun 2 2008, 11:56 pm A_of-s_t Post #1

aka idmontie

Okay, so I have a unit in my CvH mod that I want to follow this idea -- when it attacks, it builds up into rage mode, where it moves faster, attacks faster, and deals more damage. Now, I would normally go straight to EUDs, but we have a nifty plugin system for FG, and I was wondering if I should take the time to figure out how to write a plugin for this (or if its possilbe to write a plugin for this idea at all). If not, then I need to figure out a system using EUDs, which Im guessing would involve using these:

+0x2C - DWORD dwX_Halt
+0x30 - DWORD dwY_Halt
+0x34 - DWORD dwFlingySpeed
+0x38 - DWORD dwUnknown_38_Speed
+0x3C - DWORD dwUnknown_3C_Speed

+0x48 - WORD wFlingyAcceleration

+0x55 - BYTE bGroundWeaponCooldown


00010000(0x10000000) - Speed upgrade
00100000(0x20000000) - cooldown upgrade





But then I have another problem if Im going to use EUDs -- I need to have an Action Enable for 1.15.1 for FG. I've found one at BWAI, but, its in EXE form and EXE to MPQ doesnt do a thing to it.

Ideas, comments, suggestions?

Post has been edited 1 time(s), last time on Jun 3 2008, 12:01 am by A_of-s_t.



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Jun 3 2008, 2:10 am Laser Dude Post #2



EUDs would be far too difficult to acheive. You can't detect the attacking, and trying to will cause you an awful lot of greif. And as you mentioned, there is no enable for 1.15.*. I've already talked to Doodle about it (and he tried, and it didn't work, unfortunately).

As per a plugin, there are very few people who know the format. It hasn't been published anywhere, either, so you'll need to talk to someone who knows. The people who know it include DoA, Farty, Doodle, and SF. I'm not sure if anyone else does.



None.

Jun 3 2008, 2:13 am A_of-s_t Post #3

aka idmontie

There used to be a concept that would detect when a unit fired. Im not sure if it detected the sprite or the actual attack, but it counted how many times a unit fired.

I currently have all the things necissary to make a plugin, I just need to learn how to do it.



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Jun 3 2008, 2:20 am A_of-s_t Post #4

aka idmontie

Okay, I have an idea that would involve EUD Conditions and Actions:

The unit would use flingy control and when it attacks, I can set the flingy speed to a certain number. Since I can detect flingy speed, I can store this in a DC variable and have the flingy speed increase through every attack. I can also change the cooldown speed. Now, I currently don't see a weapon used opcode, I guess I'll search for it again.



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Jun 3 2008, 3:49 am FlyingHat Post #5



Farty's new Trigger Editor seems like the most suitable candidate for this sort of work. Not too much is known about it, but it can pretty much do anything in modding.
I'm not 100% sure, but I'm just throwing it in there.



None.

Jun 3 2008, 4:05 am Corbo Post #6

ALL PRAISE YOUR SUPREME LORD CORBO

What about using regular iscript?
From what I hear you can emulate your rage thing with attack range command like BSTRhino does in some of his doom mods. just make it so really close range does a different weapon from the regular one or so you might have to add some waits in other for the unit to "Charge" and you can probably even throw an animation down there.



fuck you all

Jun 3 2008, 4:18 am A_of-s_t Post #7

aka idmontie

No, the unit is naturally a melee unit, so it doesnt work. And I can't have the flingy speed wear off properly.



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Jun 5 2008, 12:36 pm matefkr Post #8



You have probably found my exe, which is a modified starcraft.exe (im just triing to write a mem patcher one), so exe to mpq realy cant do anything. But i think its also 5 meg instead 1,2 MB. To enable EUD you just have to copy bytes from this exe, begining from file offset: 0xC6908 till file offset: 0xC696F into a bin file (or whatever file). In fg plugin you will insert that bin file to sc memory 0x4C6908 rewriting every bits. Ask DofA about plugin. Its applies to 1.15.1. Not sure if it will be good for 1.15.2 but most likly.

BTW, it can do other things like copy from memory to another and jump to positions in sc memory, and logical operations (and, xor, or) and move to direct offsets and add.. I don't remember now.

Post has been edited 2 time(s), last time on Jun 5 2008, 12:47 pm by matefkr.



None.

Jun 6 2008, 2:30 am A_of-s_t Post #9

aka idmontie

Farty made me a EUD action enabler plugin, but I decided I'm going to look into plugins for the mod. I'll make it available to the public, but its going to be unit specific.

Thanks Farty and Doodle.



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Jun 10 2008, 2:41 pm The Nomad Post #10



If I understood it right, you basically want a Stim Pack that also adds more damage, right ?
Why don't you add a UseWeapon X call in iScript that adds additional damage (keep in mind this will occur for non-stimmed moments too). Alternatively, replace Duke and have the Rage ability as a toggle function. That's what I wanted to do in a mod project of mine.



None.

Jun 10 2008, 4:18 pm A_of-s_t Post #11

aka idmontie

Quote from The Nomad
If I understood it right, you basically want a Stim Pack that also adds more damage, right ?
Why don't you add a UseWeapon X call in iScript that adds additional damage (keep in mind this will occur for non-stimmed moments too). Alternatively, replace Duke and have the Rage ability as a toggle function. That's what I wanted to do in a mod project of mine.
You can't change tank's walking animations >.> . I have a plugin system that Im working on and its almost completed, so thanks anyway.



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Jun 10 2008, 5:53 pm The Nomad Post #12



What do you mean ? I meant to replace the GRP... and basically simulate the unit with different abilities such as the changed stats.



None.

Jun 11 2008, 9:09 pm A_of-s_t Post #13

aka idmontie

Rage! Plugin completed.

The .qdp for Firegraft:
[attach=1138]

Source code:
[attach=1139]

Attachments:
rage.qdp
Hits: 1 Size: 48.3kb
qdp.cpp
Hits: 7 Size: 4.56kb



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Jun 19 2008, 2:49 am A_of-s_t Post #14

aka idmontie

Doea anyone know of a function I can use that runs constantly on everycomputer at the same time to stick my check into?

Or maybe a variable that changes on all computers predictably...



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