Staredit Network > Forums > Modding Assistance > Topic: Multiple interceptor types
Multiple interceptor types
Jul 1 2011, 1:23 pm
By: Drakiazuu  

Jul 1 2011, 1:23 pm Drakiazuu Post #1



So far I've gotten away with only needing dat edits, iscripts, and grp edits... But finally think I ran into something I really want to do that needs a plugin. I'd like to have both fighters and bombers built and used by the same carrier. However, when I tried this, it only built 1 kind of unit. I'm assuming the game only stores a number for the number of units in the hangar, and no information on them whatsoever. So in order to do what I'd like, I need to do some extensive editing. Any assistance would be appreciated, I haven't written any plugins yet.
So here's the plan i've come up with from what I do know from reading up on starcraft plugins. I'll need to give the carrier another spell button that just issues a command, then have the plugin pick up that command. When it does, it checks for minerals, and if there are enough, it initiates the construction of a normal interceptor (which is the fighter) - this is to tie up the carrier so you can't build a bomber and a fighter at the same time. (I think this is the easiest way to go about this because the carrier only builds interceptors when issued the build command, and i don't think it would be any reasonable task to reprogram the entire carrier.) once it's complete, the plugin subtracts 1 from the interceptor hangar and adds 1 to the bomber hangar. When the plugin picks up the attack command, it deploys the bombers. (I believe the easiest way is to subtract 1 from the hangar variable and spawn a bomber at the carrier, and set a switch labeled "deployed" or something.) When the attack command is no longer detected, the "deployed" switch is cleared and the bombers return to the carrier, and are removed and the plugin adds them to the hangar variable. This should also account for destroyed bombers properly, since the plugin should only add 1 to the hangar count for every bomber that returns to the carrier. The normal interceptors (fighters) should work completely independent from the bombers, so the plugin shouldn't affect them.
Any assistance, tips, or ideas would be much appreciated! :D



None.

Jul 2 2011, 10:50 pm xAngelSpiritx Post #2

eternal lurker

Someone please correct me if I'm mistaken.

AFAIK, Carriers/Interceptors are hardcoded, so you will need a rather extensive plugin. In other words, you would probably have to do as you noted and reprogram the entire carrier. Even if you get the fighters/bombers to build, store, and launch properly, you'll still run into problems when dealing with the Interceptor AI.

Personally, I would say it's not worth it. But if you still want to try with plugins, you might want to ask Hercanic, the maker of the Starcraft Team Fortress mod.

Also note that the only plugin-making interface (GPTP) out there is compatible with version 1.15 (or was it 1.15.1? can't remember) StarCraft only. Meaning if your mod is any higher version, no dice.



None.

Jul 2 2011, 11:03 pm The_UrChai Post #3



Quote from xAngelSpiritx
Someone please correct me if I'm mistaken.

AFAIK, Carriers/Interceptors are hardcoded. Even if you get the fighters/bombers to build, store, and launch properly, you'll still run into problems when dealing with the Interceptor AI.

Personally, I would say it's not worth it. But if you still want to try with plugins.

Also note that the only plugin-making interface (GPTP) out there is compatible with version 1.15 (or was it 1.15.1? can't remember) StarCraft only.
I think Hercanic said something about interceptors being hardcoded. They are a subunit and a general mess like Bunkers. The AI would indeed be hell.

The GPTP should work with 1.16.1 or something. The creator was going to make a 1.15.1 and 1.16.1 but said it'd be too much work? http://www.modcrafters.com/forum/viewtopic.php?f=17&t=8&start=20
Quote
Next one is only going to support 1.16.1. I hate having to try to support more than one version >.> (Look at address.h to see the massive address dump I have).
the 1.15.1 works the best as 1.16.1 has not been fully mapped yet... the 1.16.1 works from what I can understand. the 1.15.1 is just further along?



None.

Jul 3 2011, 7:11 am Drakiazuu Post #4



My mod is for 1.15.1, as thats what firegraft supports. I don't intend to use my mod on B.net so i don't care about 1.16.1 support. Maybe I'll come back to this after gaining some more experience with plugins. Thanks guys!



None.

Jul 3 2011, 3:36 pm poiuy_qwert Post #5

PyMS and ProTRG developer

Quote from xAngelSpiritx
Also note that the only plugin-making interface (GPTP) out there is compatible with version 1.15 (or was it 1.15.1? can't remember) StarCraft only. Meaning if your mod is any higher version, no dice.
You don't need a 'plugin-making interface' to make a plugin, all you need to know is C/C++, have the MPQDraft plugin header, and offsets. GPTP is just a compilation of those things for a certain version of SC, anyone can update the offsets in GPTP for any version, or write their plugin from scratch (which is how my plugins have been made, which includes the STF plugin). There are many places to get those offsets if you are not familiar enough to find them yourself; farty's EUDDB, www.gamethreat.net (yes that is a hacking site, but hacks are just plugins that give only one person an advantage, the knowledge is reusable), and one of the best: BWAPI.




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