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.
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.
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
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.
He posted the iscript source with the mod, why not use that?
EDIT: Or, for the lazy:
# ----------------------------------------------------------------------------- #
# 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
# ----------------------------------------------------------------------------- #
# 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.
wait a sec... the __04 opcode is setvertpos?
None.
icecc always sais that attack26 is an unknown action. This topic is very interesting i think!
None.
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.
wich one is the oldest version? 1.3?
None.
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.
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.
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.