Staredit Network > Forums > Modding Assistance > Topic: Nuke Style Attacks
Nuke Style Attacks
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Sep 10 2007, 4:09 am
By: A_of-s_t  

Sep 10 2007, 4:09 am A_of-s_t Post #1

aka idmontie

How do I create nuke style attacks like that of Ultimate Doom's Photon Cannon. For those that have not played it: the Photon Cannon shoots upward and the flingy disappears then reappears coming straight down on the unit. I do realize that there needs to be iscript and dat editting, but Im not exactly sure what I must add to the iscript, nor where to add it. I do realize that in the weapons.dat, I need to change the weapon to: Appears on Target. Any help is welcome.

EDIT: Just so no one says this: I AM NOT LOOKING FOR THE NUKE EXPLOSION ANMATION; rather, I am looking for the way the missles fires and comes back down.

Post has been edited 1 time(s), last time on Sep 10 2007, 4:19 am by A_of-s_t.



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Sep 10 2007, 4:31 am EzDay281 Post #2



I'm not sure if this is how BST did it, but I can imagine a "simple" method that involves...
Place a bunch of sprite-overlays using your missile-graphic of choice in the attack animation for your unit, using the proper x/y offsets to give the 'scatter' effect. To have them 'fly' upward, you simply do either:
Have a 'move up' command in the animation for the sprite you're using,
or...
Have them only exist for a few or 1 frames, and place new sprites in the same locations as the last except with a vertical offset to simulate a sprite 'moving up.'

The same goes for the hit effect, except instead of going up, they go down, and instead of putting them in the animation for your unit, you put them in the animation of the sprite you're hitting with.



None.

Sep 10 2007, 5:09 am Corbo Post #3

ALL PRAISE YOUR SUPREME LORD CORBO

Yeah that would pretty much be it I think. A couple of increasing setvertpositions That as a init animation and as death (the one to appear on target) same setvertposition but starting at the max value and decreasing them so it comes down until it dies (explodes, randomly disappears, anything that works for you)

That's what I would try.




fuck you all

Sep 10 2007, 7:19 pm Voyager7456 Post #4

Responsible for my own happiness? I can't even be responsible for my own breakfast

Don't forget that negative setvertpos values appear higher ingame.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Sep 11 2007, 3:04 am Laser Dude Post #5



He posted the iscript source with the mod, why not use that?

EDIT: Or, for the lazy:

Code
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\Documents and Settings\Compaq_Owner\My Documents\Games\Customs\Data\scripts\iscript.bin'
# created on: Sat Sep 16 00:55:34 2006
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 183 PhotonCannon (protoss\photon.grp)
.headerstart
IsId               179
Type               27
Init               PhotonCannonInit
Death               PhotonCannonDeath
GndAttkInit         PhotonCannonGndAttkInit
AirAttkInit         PhotonCannonGndAttkInit
SpAbility1         [NONE]
GndAttkRpt         PhotonCannonGndAttkRpt
AirAttkRpt         PhotonCannonGndAttkRpt
SpAbility2         [NONE]
GndAttkToIdle       PhotonCannonGndAttkToIdle
AirAttkToIdle       PhotonCannonGndAttkToIdle
SpAbility3         [NONE]
Walking             [NONE]
Other               [NONE]
BurrowInit         [NONE]
ConstrctHarvst     [NONE]
IsWorking           [NONE]
Landing             PhotonCannonLanding
LiftOff             [NONE]
Unknown18           [NONE]
Unknown19           PhotonCannonLanding
Unknown20           PhotonCannonLanding
Unknown21           PhotonCannonUnknown21
Unknown22           [NONE]
Unknown23           [NONE]
Unknown24           PhotonCannonLanding
Burrow             [NONE]
UnBurrow           [NONE]
Unknown27           PhotonCannonLanding
.headerend
# ----------------------------------------------------------------------------- #

PhotonCannonInit:
    imgul09             184 0 0     # PhotonCannonShad (protoss\ppbShad.grp)
local00:
    playfram           0
    goto               PhotonCannonLanding

PhotonCannonLanding:
    wait               125
    goto               PhotonCannonLanding

PhotonCannonDeath:
    playsnd             7     # Misc\ExploLrg.wav
    imgol08             215 0 0     # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
    wait               3
    sprul11             223 0 0     # ProtossBuildingRubbleSmall (thingy\PRubbleS.grp)
    wait               1
    end                

PhotonCannonGndAttkInit:
    playfram           2
    wait               2
    playfram           1
    wait               2
    playfram           3
    wait               2
PhotonCannonGndAttkRpt:
    waitrand 1 6
    imgol08 232 0 -20
    wait 8
    attack26          
    wait               2
    attack26          
    wait               2
    attack26          
    wait               2
    attack26          
    wait               2
    attack26          
    wait               2
    gotorepeatattk    
    ignorerest    
PhotonCannonGndAttkToIdle:
    playfram           1
    wait               2
    playfram           2
    wait               2
    goto               local00

PhotonCannonUnknown21:
    imgol08             185 0 0     # PhotonCannonWarpFlash (protoss\photon.grp)
    goto               PhotonCannonLanding
   



Code
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\Documents and Settings\Compaq_Owner\My Documents\Games\Customs\Data\scripts\iscript.bin'
# created on: Sat Oct 07 19:48:35 2006
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 232 NukeBeam (thingy\NukeBeam.grp)
.headerstart
IsId               73
Type               27
Init               PhotonRainInit
Death               PhotonRainDeath
GndAttkInit         PhotonRainInit
AirAttkInit         PhotonRainInit
SpAbility1         [NONE]
GndAttkRpt         PhotonRainInit
AirAttkRpt         PhotonRainInit
SpAbility2         [NONE]
GndAttkToIdle       PhotonRainDeath
AirAttkToIdle       PhotonRainDeath
SpAbility3         [NONE]
Walking             [NONE]
Other               [NONE]
BurrowInit         [NONE]
ConstrctHarvst     [NONE]
IsWorking           [NONE]
Landing             PhotonRainDeath
LiftOff             [NONE]
Unknown18           [NONE]
Unknown19           PhotonRainDeath
Unknown20           PhotonRainDeath
Unknown21           PhotonRainDeath
Unknown22           [NONE]
Unknown23           [NONE]
Unknown24           PhotonRainDeath
Burrow             [NONE]
UnBurrow           [NONE]
Unknown27           PhotonRainDeath
.headerend
# ----------------------------------------------------------------------------- #

PhotonRainInit:
    goto RandomStreamStart
   
PhotonRainDeath:
    wait               1
    end                
   
AscendSway1:
    playfram 0
    __04 -3842
    wait 1
    playfram 1
    __04 -6403
    wait 1
    playfram 2
    __04 -9220
    wait 1
    playfram 3
    __04 -12293
    wait 1
    playfram 4
    __04 -15622
    wait 1
    playfram 0
    __04 -19464
    wait 1
    playfram 1
    __04 -23561
    wait 1
    sprol0f 373 -9 -93
    end

AscendSway2:
    playfram 0
    __04 -3841
    wait 1
    playfram 1
    __04 -6401
    wait 1
    playfram 2
    __04 -9218
    wait 1
    playfram 3
    __04 -12290
    wait 1
    playfram 4
    __04 -15619
    wait 1
    playfram 0
    __04 -19460
    wait 1
    playfram 1
    __04 -23557
    wait 1
    sprol0f 373 -5 -93
    end

AscendSway3:
    playfram 0
    __04 -4096
    wait 1
    playfram 1
    __04 -6656
    wait 1
    playfram 2
    __04 -9472
    wait 1
    playfram 3
    __04 -12544
    wait 1
    playfram 4
    __04 -15872
    wait 1
    playfram 0
    __04 -19712
    wait 1
    playfram 1
    __04 -23808
    wait 1
    sprol0f 373 0 -93
    end

AscendSway4:
    playfram 0
    __04 -4095
    wait 1
    playfram 1
    __04 -6655
    wait 1
    playfram 2
    __04 -9470
    wait 1
    playfram 3
    __04 -12542
    wait 1
    playfram 4
    __04 -15869
    wait 1
    playfram 0
    __04 -19708
    wait 1
    playfram 1
    __04 -23803
    wait 1
    sprol0f 373 5 -93
    end

AscendSway5:
    playfram 0
    __04 -4094
    wait 1
    playfram 1
    __04 -6653
    wait 1
    playfram 2
    __04 -9468
    wait 1
    playfram 3
    __04 -12539
    wait 1
    playfram 4
    __04 -15866
    wait 1
    playfram 0
    __04 -19704
    wait 1
    playfram 1
    __04 -23799
    wait 1
    sprol0f 373 9 -93
    end

RandomStreamStart:
    __1e_condjmp 128 RandomStreamFrom4To5
    __1e_condjmp 85 AscendSway1
    __1e_condjmp 128 AscendSway2
goto AscendSway3

RandomStreamFrom4To5:
    __1e_condjmp 128 AscendSway5
goto AscendSway4


# ============================================================================= #


Looks like he was using an old version. It won't recompile on a new version.

Post has been edited 1 time(s), last time on Sep 11 2007, 3:09 am by Laser Dude.



None.

Sep 11 2007, 3:32 am A_of-s_t Post #6

aka idmontie

Kthxbye!

[SOLVED]



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Sep 12 2007, 11:08 pm Lord_Jeremy Post #7



wait a sec... the __04 opcode is setvertpos?



None.

Oct 10 2008, 3:21 pm Darkmapper Post #8



icecc always sais that attack26 is an unknown action. This topic is very interesting i think!



None.

Oct 10 2008, 3:48 pm SubFocus Post #9



Quote from Darkmapper
icecc always sais that attack26 is an unknown action. This topic is very interesting i think!
You probably have an older version of IceCC



None.

Oct 10 2008, 5:24 pm Darkmapper Post #10



wich one is the oldest version? 1.3?



None.

Oct 10 2008, 10:19 pm Doodle77 Post #11



Quote from Lord_Jeremy
wait a sec... the __04 opcode is setvertpos?
__04 is setvertpos, but in the old versions of icecc (pre 1.3) it was broken because it thought that __04 took one two byte argument instead of two one byte ones.

Just decompile the iscript.bin file from the mod using 1.3 to get everything fixed.



None.

Oct 10 2008, 10:31 pm Fisty Post #12



Didn't I already see this in one of your mods? A random attack of some tank in Disunion dropped a missile on it's target.



None.

Oct 11 2008, 3:45 pm Symmetry Post #13

Dungeon Master

Quote from Darkmapper
icecc always sais that attack26 is an unknown action. This topic is very interesting i think!

Sept 12 2007 was the last post. The topic was done with. Please check the date on the last post before attempting to add to the conversation.



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