Staredit Network > Forums > Modding Assistance > Topic: Various Iscripting questions
Various Iscripting questions
Jul 2 2011, 6:51 pm
By: The_UrChai  

Jul 2 2011, 6:51 pm The_UrChai Post #1



First off I want to make the hellion from starcraft 2 in starcraft 1.
I've copy pasted the firebat flame, then changed the damage radius and the attkshiftproj command to make the range further. I need to make the flame move or stretch or whatever to make it look like it's hitting the units.

I have the damage statistically correct but concussive damage sucks against anything short of a zergling. I want it to deal bonus damage against small units but deal more than the pathetic 25% damage against large units. I could make the hellion attack 8 times dealing 2 concussive damage but if the unit has 1 armor this messes it all up. What would be the best way to average at 8 damage against large and 16 against small? Not too important as I hope nobody will try to use hellions against goliaths... :P

More later... gotta go shopping lawlz.



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Jul 2 2011, 7:56 pm xAngelSpiritx Post #2

eternal lurker

If you don't mind changing the global concussive damage percentage, just use the EXE edit "Large Unit Size: Concussive Damage Percent".



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Jul 2 2011, 9:21 pm The_UrChai Post #3



Thanks :) forgot about those EXE edits.

Is there any way to have the terran vulture and the new hellion? Jim raynor and the vulture use the same Iscript right? I could always give the Jim raynor (hellion) a turret and remove it's weapon.



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Jul 2 2011, 10:41 pm xAngelSpiritx Post #4

eternal lurker

Quote from name:shadow649
Jim raynor and the vulture use the same Iscript right?
They do use the same iscript, but you can change that if you want:


You'll also need to change the appropriate sprite and unit settings to properly separate the vulture and jim raynor from each other.



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Jul 2 2011, 10:55 pm The_UrChai Post #5



So I just take some unused Iscript for the hellion and keep the vulture the same and give the hellion the Iscript.
Same goes for my Marauder (gui montag firebat) as well then.

So in the graphics tab I just Butcher an unused slot and stick the vulture in it's place making it a whole seperate unit and tell the Hellion to use that instead.



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Jul 3 2011, 1:02 am xAngelSpiritx Post #6

eternal lurker

Quote from name:shadow649
So I just take some unused Iscript for the hellion and keep the vulture the same and give the hellion the Iscript.
Same goes for my Marauder (gui montag firebat) as well then.

So in the graphics tab I just Butcher an unused slot and stick the vulture in it's place making it a whole seperate unit and tell the Hellion to use that instead.
Exactly :}

Just keep in mind, only a few of the graphics slots are entirely unused. Your only choice will probably be to decide which entries you want to cannibalize.

Post has been edited 1 time(s), last time on Jul 3 2011, 1:10 am by xAngelSpiritx.



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Jul 3 2011, 3:27 am The_UrChai Post #7



Okay so Here's what I have.
I linked the vulture to Venom (unused zerg weapon) in the graphics tab, which is linked to the sprite Venom (unused zerg weapon) which is linked to the Valykrie afterburners (unused)
which is then linked to the vulture GRP file and the Gas Tank 2 (terran). In datedit

In IceCC I copied the Vulture into the Gas Tank 2 (terran) so it says
Collapse Box


It has all the animations for the GndAttkInit and such. Something in all this causes it to crash. Am I overthinking this?



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Jul 3 2011, 3:41 am xAngelSpiritx Post #8

eternal lurker

Hm, tricky...it might have something to do with you using Valkyrie Afterburners as a replacement entry, but I'm not sure. Technically it should work, but there might be some hardcoded shit or something.

It could also be the flingy settings. You mentioned that you changed the graphics from Vulture to Venom; check their flingy settings and make sure they're okay.

Could you describe the crash? As in, does it crash as soon as the game starts, as soon as you see the unit in-game, or as soon as it's built(doesn't need to be seen to crash)? Or something else?
Can you also upload your DAT files? I'll assume your iscript is correct as you say it is, so you can leave that out.



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Jul 3 2011, 7:18 am Drakiazuu Post #9



Just a quick sidenote, SC1 doesn't seem to support shooting while moving, so you won't be able to kite with the hellions as you would in SC2. I tried making vultures with turrets as a super-micro unit, but they only could fire once they came to a stop. Checked with the siege tank and goliath, neither can fire while moving. As for your crash.. Think you could pastebin your iscript please? And are you still using the vulture as a vulture in your mod? Because I believe if you use the same names in the header you'll run into problems.



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Jul 3 2011, 7:51 am IskatuMesk Post #10

Lord of the Locker Room

Hellions do not fire while moving in sc2. In fact, you can kite much more easily with vultures in sc1 than you can with hellions in sc2.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Jul 3 2011, 8:39 am Jack Post #11

>be faceless void >mfw I have no face

Quote
Just a quick sidenote, SC1 doesn't seem to support shooting while moving, so you won't be able to kite with the hellions as you would in SC2. I tried making vultures with turrets as a super-micro unit, but they only could fire once they came to a stop. Checked with the siege tank and goliath, neither can fire while moving. As for your crash.. Think you could pastebin your iscript please? And are you still using the vulture as a vulture in your mod? Because I believe if you use the same names in the header you'll run into problems.
I coulda sworn I've seen tanks fire while moving; only in single player though iirc, as there's possibly too much lag for it online:



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 3 2011, 4:09 pm The_UrChai Post #12



Ok it doesn't crash as fast. The terran vulture looks all glitchy and colourful. It's like that one scmdraft extended colour. The hellion is happy. :D

Turns out the problem might have been the flingy settings. the unused venom was still labeled as a weapon for it's move control.

Thus the weapon sprites do not match to player color, which gives the vulture the glitchy color. I also updated the movement speed, etc. to make it match the vulture before Ion thrusters. What should the speed be to be equal?

Also gave the vulture it's selection box and health grahpic, made it clickable and draw when cloaked. It should be pretty now right? :bleh: ooooh nooo. It screwed up and crashed, even worse this time... It screwed up my display too. gonna have to restart my computer.

Here is my mod, the .exe because my .mpq file hasn't been updated (kind of a backup.) OH right! The JIM RAYNOR is the vulture and the TERRAN VULTURE is the hellion.

Fun fact: telling a unit to attack crashes it. I must've messed with the cursor somehow...

Post has been edited 3 time(s), last time on Jul 3 2011, 6:12 pm by shadow649.



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Jul 4 2011, 2:01 pm Hercanic Post #13

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

If the body starts moving after the turret's attack script has executed, the turret will continue the attack script while the body moves. In one of the oldest versions of STF, the Demomen were tanks, and fired four sequential shots. Once they fired the first shot, you could move them and they'd continue shooting the other three. This lead to an interesting dancing strategy with Demomen.

Attacking while moving was also experimented with by BSTRhino in Ultimate Doom. He released all his iscripts, so check out the tank script -- he achieved attacking while moving.




Jul 4 2011, 5:22 pm The_UrChai Post #14



Siege tank turret GndAttkInit side by side comparison. The new one adds random sounds occasionally. the command: Attack25 1 might have something to do with it? the SiegeTankTankTurretGndAttkToIdle for the mod is just:

SiegeTankTankTurretGndAttkToIdle:
wait 125
goto SiegeTankTankTurretGndAttkToIdle
Collapse Box




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Jul 6 2011, 6:43 pm A_of-s_t Post #15

aka idmontie

Quote from Hercanic
... BSTRhino ...
Nostalgia'd. I used to ask him so many questions...



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Jul 25 2011, 11:42 pm The_UrChai Post #16



Ok back again. :P Anybody know good tutorials for Iscripting in general?

Also, Is there any way to make variations in attacks like the marines bullet image not always being dead center or projectiles missing their targets? think the demo from starcraft team fortress.

Planning on making missile/laser barrages as spells. I know I can just change the spellcasting script to shoot missiles everywhere. Anything i can do to make them look fancy n stuff?

Need to make medics mine minerals. I don't think It's possible but it'd be nice.



None.

Jul 26 2011, 5:03 am xAngelSpiritx Post #17

eternal lurker

Quote from name:shadow649
Also, Is there any way to make variations in attacks like the marines bullet image not always being dead center or projectiles missing their targets? think the demo from starcraft team fortress.
Randomization is done pretty easily with the randcondjmp opcode. Look it up in the "IceCC Opcodes.txt" file if you don't know how to use it.

Quote from name:shadow649
Need to make medics mine minerals. I don't think It's possible but it'd be nice.
Someone with more modding experience please correct me if I'm mistaken anywhere.
It should be possible, but you'll need to do a lot of stuff to make it work. I'm not sure of all the steps, but IIRC you'll need to do at least these (not in any particular order):
* Modify the units.dat settings to make the medic a resource harvester, and also set its right-click orders properly.
* Use the FireGraft medic-related EXE edit (can't recall the name off the top of my head, but it had something to do with the medic's orders.dat ID) to change the medic's attack-move order properly.
* Add a Gather button, also a Return Cargo button.
* Add a *.loo file for the medic. Use LOEdit for this.
* Add the appropriate iscript headers (and related code). I'm not sure which ones you'll need, but you'll probably at least need "MedicWorking" and "MedicWorkingToIdle".

Quote from name:shadow649
Anybody know good tutorials for Iscripting in general?
These might help you:
http://www.staredit.net/?p=oldwiki&s=15
http://www.staredit.net/?p=oldwiki&s=75

Post has been edited 1 time(s), last time on Jul 27 2011, 1:57 am by xAngelSpiritx.



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