Staredit Network > Forums > Modding Assistance > Topic: Building awesomeness
Building awesomeness
Sep 11 2011, 2:26 am
By: Jack  

Sep 11 2011, 2:26 am Jack Post #1

>be faceless void >mfw I have no face

Is it possible to have a unit build other units which are air, and have no graphics/are invisible? Also, is it possible to "aim" a built unit? E.g. Warping in Sc2 style? How would I accomplish it?



Red classic.

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

Sep 11 2011, 2:31 am xAngelSpiritx Post #2

eternal lurker

I don't quite understand what you're saying, but IIRC no, you can't "aim" built units. The closest thing you can probably do is the reversing Recall EXE edit, but that's not very close at all.

Of course, there's the generic answer to all modding problems:
"You can do it with plugins."

...Which, unfortunately, usually has the counter-answer:
"But it'd take too much work to be worthwhile."

However, for your first question, yes, it should be possible to have a unit that can build invisible air units.



None.

Sep 11 2011, 2:37 am NicholasBeige Post #3



Starcraft 2 can do this and you know fine well it can :awesome:



None.

Sep 11 2011, 2:40 am xAngelSpiritx Post #4

eternal lurker

This is the SC1 forum.

...Or I'm taking you too seriously.



None.

Sep 11 2011, 2:47 am NicholasBeige Post #5



Quote from xAngelSpiritx
This is the SC1 forum.

...Or I'm taking you too seriously.

Quote from xAngelSpiritx

...Or I'm taking you too seriously.

Quote from xAngelSpiritx

seriously.

Quote from xAngelSpiritx

serious



go go go severity biscuit



None.

Sep 11 2011, 2:56 am Jack Post #6

>be faceless void >mfw I have no face

Angel, I'm trying to make a way to cast spells without making plugin spells. Basically if I can cast a unit at a point, I can trigger a bunch of effects there. I could use dark swarm for one aimed spell and disruption web for another but I was just wondering if there's an easier way.



Red classic.

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

Sep 11 2011, 3:04 am The_UrChai Post #7



Scanner sweep works. but it has infinite range and can be cast in fog of war. It was lulzy making drop pod marines. :awesome:



None.

Sep 11 2011, 3:16 am Jack Post #8

>be faceless void >mfw I have no face

For angelspirit mostly but relevant: http://www.staredit.net/?p=shoutbox&view=1408

The question I said there still stands btw (can you give units other units spells, eg give a marine disruption web?)



Red classic.

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

Sep 11 2011, 3:20 am The_UrChai Post #9



Quote from Jack
The question I said there still stands btw (can you give units other units spells, eg give a marine disruption web?)
Yup. just get firegraft. Maybe some spellcasting animation for the appropriate unit. i don't know for sure about the animation Iscript being necessary. Dark templar have spellcasting animations already.



None.

Sep 11 2011, 3:33 am xAngelSpiritx Post #10

eternal lurker

Okay, now that I know what you mean:

It's entirely possible, and quite easily done. I'll give you a quick run-down on what you'll need to do to get this working:
I'll assume you're using Dark Swarm.
* Set the DAT requirements in FireGraft for the spellcaster. In this case, you'll need to replace one of these:

with whatever unit you want to be the spellcaster.
* You'll need to replace the Dark Swarm GRP with a blank one. Here is a 512-frame blank GRP that I keep handy for these situations.
* You should go into units.dat and change the dimensions for Dark Swarm to 1x1x1x1. This will prevent the Dark Swarm from blocking attacks in the short timespan that it's actually in the game. This probably isn't necessary depending on if you're going to use hyper-triggers in your trigger-based spell system.

..And that's it. Your Dark Swarm spellcasting system should be ready and rearing to go. You can use triggers and detect the Dark Swarm as soon as it is created.

You can do the same thing easily with Disruption Web, and, with a little more work, Spawn Broodlings.



None.

Sep 11 2011, 3:41 am Jack Post #11

>be faceless void >mfw I have no face

How would I do the broodlings one? I'll need at least 3 aimable spells, you see.

In fact, can you have spawn broodlings NOT kill the target unit?

Ideally there'd also be a way to have as many individual aimable spells as I want, but for my current project 3 is enough.



Red classic.

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

Sep 11 2011, 3:53 am xAngelSpiritx Post #12

eternal lurker

Yes on everything except unlimited aimable spells.

With the release of the new EXE edits here, it's possible to change Spawn Broodlings into a regular Dark Swarm-like spell.

You'll need the updated FireGraft EXE edits that I linked to just above.

The first thing you need to do is mod the Broodling.
* Go into units.dat and turn the Broodling into an air unit. While you're in units.dat, also change the Broodling's dimensions to 1x1x1x1.
* Replace the Broodling's GRP with a blank GRP.
This will make any Broodlings completely invisible to the players.

Next, go into FireGraft's EXE edits, and find the ones related to Spawn Broodling:

This is what you need to change:
Spawn Count: Change this to 1. You only need one Broodling to spawn, the one that you'll detect through triggers.
Broodlings Do Not Kill Target: Enable this, for obvious reasons.
Broodlings Damage Target (No Miss): This needs to be enabled in order for the previous EXE edit to work. So enable it. Spawn Broodlings does 0 damage by default, so no harm done.

You'll also need to do DAT requirements for your spellcaster in FireGraft (see my previous post).

And that should do it. Spawn Broodlings should now function almost identically to Dark Swarm. Detect the Broodling with triggers, and fire away.



None.

Sep 11 2011, 4:10 am Pr0nogo Post #13



You can add DAT Requirement entries for spellcasters instead of replacing an existing spellcaster. Right click and add an entry, changing opcodes and parameters as necessary.

Angel, can you take a look at my FireGraft thread, right below this one? I need some help.




Sep 11 2011, 4:32 am xAngelSpiritx Post #14

eternal lurker

Quote from Pr0nogo
Angel, can you take a look at my FireGraft thread, right below this one? I need some help.
I'm tired right now, brb 10 hours for sleep.

But a cursory glance tells me that it's probably a problem either with your mod's .fgp somehow getting corrupt, or something wrong with FireGraft itself. Either way, expect a lot of pain before getting a solution.



None.

Sep 11 2011, 6:29 am Jack Post #15

>be faceless void >mfw I have no face

Wait I just realized; you can give different units the same spell, meaning I don't need to have unlimited aimable spells as I'll have only 1-2 units per player which can cast the spells.

Thanks angelspirit and pr0nogo!



Red classic.

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

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