Staredit Network > Forums > Modding Assistance > Topic: New Structures and more noobness
New Structures and more noobness
Dec 3 2011, 2:52 am
By: SCRuler
Pages: 1 2 35 >
 

Dec 3 2011, 2:52 am SCRuler Post #1



Would it be prudent to use the spaces occupied by the "unused structures" to make new structures? For example, if I wanted to add an infested barracks, could I use one of the unused zerg structure spaces? or would it be easier to replace a hero or special structure spot?
Also, is it possible (if not easy) to make an Overlord morph into Yggdrasil for instance?



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Dec 3 2011, 2:58 am ubermctastic Post #2



For some stupid reason units that aren't larva or hydralisks can't morph unless they use the cocoon. I think it would work for you though.
Basically you have to change the data requirements, and I think there are a few exe edits you have to make.



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Dec 3 2011, 2:59 am xAngelSpiritx Post #3

eternal lurker

You should really just make a single thread containing all your problems. Less clutter that way.

Quote from SCRuler
Would it be prudent to use the spaces occupied by the "unused structures" to make new structures? For example, if I wanted to add an infested barracks, could I use one of the unused zerg structure spaces? or would it be easier to replace a hero or special structure spot?
Yes, it'd be just fine. Note though, you would of course need to give the custom unit all the proper settings that normal units have; for example, iscript animations, DAT settings, and a button set.

Quote from SCRuler
Also, is it possible (if not easy) to make an Overlord morph into Yggdrasil for instance?
You'll need to use FireGraft's EXE Edits. Look around for the Morph-related ones. I believe you'll also need to play around with the unit's iscript, to give it some appropriate opcodes. See sigorder.



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Dec 3 2011, 3:08 am SCRuler Post #4



Ok. How easy is it to make something susceptible to infestation by a Queen?



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Dec 3 2011, 3:14 am xAngelSpiritx Post #5

eternal lurker

Quote from SCRuler
Ok. How easy is it to make something susceptible to infestation by a Queen?
It depends. It's easy to make a single unit be infested; just use the FireGraft EXE Edit "Infestation -> Infestable Unit".

If, however, you want multiple units to all be infestable, I believe that's hardcoded and will take far more work that it's worth.



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Dec 3 2011, 3:19 am SCRuler Post #6



I want to add an infested barracks and maybe an infested Covert Ops. Would it be easier to somehow make an infested SCV morphable into the structure or something? I'm not sure how to go about it.



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Dec 3 2011, 3:30 am xAngelSpiritx Post #7

eternal lurker

Quote from SCRuler
I want to add an infested barracks and maybe an infested Covert Ops. Would it be easier to somehow make an infested SCV morphable into the structure or something? I'm not sure how to go about it.

Strange things can happen when messing with Morph. Although, yes, I believe that you can mod the Drone to turn it into an infested SCV, and then have it morphable to your desired structures. Keep in mind though, it'll take a lot of work and pain, as there's lots of things that need to be changed to get morph working correctly for custom units.
Sure, you'll have to do EXE edits. But you'll also have to do DAT requirements, iscript animations, DAT settings (such as setting the unit to the Zerg race), and probably orders as well. You'll also, of course, need to add some button sets.



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Dec 3 2011, 1:33 pm SCRuler Post #8



Ok. What would be the best option for producing the infested structures? or should I just give up on the infested structures and replace the idea with an overmind clone and something else?



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Dec 3 2011, 3:39 pm Biophysicist Post #9



DISCLAIMER: I MAKE NO PROMISES AS TO THIS WORKING. YOU HEREBY AGREE TO NOT SUE ME IF IT DOES NOT, NOR TO STAB ME. IT HAS NOT BEEN TESTED, NOT EVEN TO THE EXTENT OF ENSURING IT COMPILES, BECAUSE I HAVE NO WORKING COMPILER, ETC.

As far as I can tell, 0x40221d holds the ID of the unit which can be Infested. I have a hunch that changing this value periodically will allow Queens to Infest additional structures: Iirc, it only checks if the structure can be Infested when the Queen targets it.

I /still/ don't have GPTP working, but I can type out the relevant parts of the source to a plugin that would do this. You can probably make someone convert this to a plugin for you. ;b

First, in global scope: (If you add more IDs to idList, change the 2 in the following line to be the number of IDs, minus 1.)

Code
int* infestId = reinterpret_cast<int*>(0x40221d); //iirc, 0x40221d is the infestible id address
unsigned int changeInfest = 0;
int[] idList = {106, 111, 117}; //list of valid targets for infestation
#define NUMIDS 2

Then, inside the nextFrame function:

Code
if((++changeInfest & 4) == 4)
{
    short int indexToUse = (changeInfest>>2) - 1;
    *infestId = idList[indexToUse];
    if(indexToUse == NUMIDS)
        changeInfest = 0;
}




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Dec 3 2011, 4:06 pm SCRuler Post #10



Hex? I am far from confident in Doing anything like that. I want surface changes. Im not interested in fucking with the program at all more than usual. Thanks for the hints though. I will simply make the overmind a structure. Would you have suggestion on how to change some spells I mentioned in the other thread, as well as changing a structure to a heavy artillery structure...



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Dec 3 2011, 4:22 pm Biophysicist Post #11



Huh? Once I get someone to compile this, all that you will have to do is add the plugin to your mod, which is very simple.

What exactly do you have in mind for this heavy artillery?

Also, you make too many threads. ;b (But I did the same thing when I was new.)



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Dec 3 2011, 4:49 pm SCRuler Post #12



Lol yeah I know. I apologize. I just get very impatient.
As for plugins, I guess that might work. I appreciate it.



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Dec 3 2011, 5:24 pm Biophysicist Post #13



Yes, it /might/. I honestly have no clue. ;b The code will change around the ID correctly, but that might just completely break Infest. >.>

I'll poke Sand Wrait or JackRCDF or someone else with GPTP and make them compile it, and then I'll test it.



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Dec 3 2011, 5:28 pm SCRuler Post #14



OK, good. time to download the sprites then.



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Dec 3 2011, 5:37 pm Biophysicist Post #15



Unrelated: I realised a problem with the Ensnare hack I'd mentioned previously: The bouncing weapon will only hit enemy units, so friendlies won't get the overlay. Probably not a huge deal, but worth mentioning.

Also, I would fire the dummy weapon at least seven times. Bouncing hits at most three units, but the initial impact isn't hitting anything, so each time it is fired, only two units will get the overlay, and that's assuming that the same unit isn't hit multiple times... If we assume that 1.3 units per shot are hit, disregarding units that already have the overlay, on average, then seven shots would affect about nine units, which seems reasonable.

EDIT: Actually, it's a bit more complicated than I had assumed, because bouncing weapons recalculate the range with each bounce... Glub, I'll get back to you with a refined version.



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Dec 3 2011, 6:00 pm SCRuler Post #16



Yeah, I dont want friendlies to be affected, just enemy organics.
I dont really need the queen to have ensnare, I think I'm going to focus on her being an infestor, if you can manage to get me a infestation multipier plugin.



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Dec 3 2011, 6:10 pm Biophysicist Post #17



Ah, alright. I'm pestering pq to compile it for me atm. ;b



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Dec 3 2011, 6:18 pm SCRuler Post #18



excellent. I need to get to work lol



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Dec 3 2011, 6:23 pm SCRuler Post #19



As a sidenote, if one were to do a mod whereby the zerg were entirely Infested terrans, how could i make that happen?
Also, is it easy or even possible to make the Infested Barracks I intend to make able to build an infested Covert Ops as an addon?
Also, I need some help here. I'm replacing the firebat with a chem trooper, and I want it to have an appropriate attack. However, a number of problems arise. One, it has the stock flamethrower no matter what attack I apply. Two, when I give something else flamethrower, it doesnt show up because flamethrower's overlay is stuck on the firebat for some reason and I can't get the graphics to select the overlay. three, even though I gave corrosive acid ground attack capability, The spores still only attach to air. Can I change any of this somehow?

Post has been edited 2 time(s), last time on Dec 3 2011, 11:55 pm by SCRuler.



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Dec 4 2011, 1:19 am xAngelSpiritx Post #20

eternal lurker

Quote from SCRuler
I'm replacing the firebat with a chem trooper, and I want it to have an appropriate attack. However, a number of problems arise. One, it has the stock flamethrower no matter what attack I apply. Two, when I give something else flamethrower, it doesnt show up because flamethrower's overlay is stuck on the firebat for some reason and I can't get the graphics to select the overlay. three, even though I gave corrosive acid ground attack capability, The spores still only attach to air. Can I change any of this somehow?
One: iscript. Check the firebat's attack animations.
Two: See above.
Three: I've posted a topic about that before, and the general consensus was that it was hardcoded and not easily changeable.



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