Who Has Used the GPTP?
Post #1
A_of-s_t
May 24 2011, 4:46 pm
Post #2
MC˛Voyager7456
May 24 2011, 5:25 pm
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I use the GUI version of the GPTP. I'm actually using it right now as I type this.
Attachments:
Attached is probably the most heavy use of the GPTP that I've done. I also have used it for things like custom unit upgrades and transferring minerals. I find it extremely helpful. ![]() ![]() ![]() ![]() ![]() ![]() Grayza: You are so self-righteous! I have used all my skills, all my resources, for one perfect chance at peace. And because of you, it is gone! And I am...
Crichton: Frelled? Screwed? Raped? Welcome to the universe, Commandant. |
Post #4
Sand Wraith
May 25 2011, 3:38 am
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I used the Visual Studio releases of it, mostly for 1.15.1.
http://modcrafters.com/forum/viewtopic.php?f=7&t=102 used here and here http://modcrafters.com/forum/viewtopic.php?f=17&t=215 I also found a way to resurrect units by ordering them to stop as they die (had to modify the Die order to be stoppable) and then restoring some HP, simulating reincarnation, but I can't find it. I was pretty bad with it, still don't know how to do a ton of things. EDIT: Whatever I did accomplish was always pretty cool. I was going to explore setting unitIDs of X unit to something else, as I happened across some interesting effects when I accidentally did it with Ursadons, Ghosts, and Dark Archons and Archons and shit. But I never got around to it. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
IskatuMesk
May 26 2011, 4:16 am
Post #6 Taeradun Sep 13 2011, 12:57 pm
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bumping old thread but it's still fifth from the top so should be okay~
I've been away from SC1 modding for a long time, but I must be crazy or something, because I'm planning a singleplayer campaign for StarCraft 1, complete with mod & plugin to give some cool abilities to the hero units. I'm only in initial planning stages but here are some things I intend to include in the campaign (and I've generally already figured out how to do these, but haven't tested them yet):
I just made my first test plugin tonight to make sure it all worked properly in my Visual Studio install, and to test whether nextFrame is still called when the game is paused - it turns out it does, which could cause issues for gameplay (ie. burrowed zerg heroes will continue healing) but luckily I found a workaround. I've already decided that, since the mod is just for a singleplayer UMS campaign and not intended for melee or multiplayer, the triggers will communicate with the plugin via special unit(s) hidden in an inaccessible corner of the map (setting HP/SP/MP to predetermined values when required etc). This way I can check the game isn't paused by checking if the stimTimer of a special unit has been decreased and incrementing it again when it has. The stimTimer is only decremented every 6 frames, which should be okay for most things (it seems like a good rate at which to heal a burrowed zerg hero by 1 full HP), but if I need stuff faster than that and I find that other timers are as slow as stimTimer I could just set it up so that, for the 5 frames that follow, the plugin just assumes it's not paused (which is still short enough that the impact of pausing during that time will be minimal). so thanks for this A_of-s_t, since without the awesomeness of plugins I probably wouldn't have decided to return to SC1 modding (I find C++ fun yet the complexity of the SC2 editor scares me ). Also thanks to xAngelSpiritx whose modified version of the GPTP I've used so far, though I haven't tried the "mainline" 2.1 release yet. ![]() ![]() ![]() ![]() ![]() ![]() |
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). Also thanks to xAngelSpiritx whose ![[close]](/images/up.gif)