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 3 4 5 >
 

Dec 5 2011, 10:57 pm SCRuler Post #61



lol I know... I'm not sure i'm comfortable with upgrading yet. It screwed everything up before I was able to mod for real.
Anyway, I did, and it still failed to produce results.



None.

Dec 6 2011, 4:37 pm SCRuler Post #62



Also, I need help with the Psi Disrupter iscript. I want it to cast maelstrom now.

Quote
# This header is used by images.dat entries:
# 947 PsiDisruptor (neutral\PsiDisr.grp)
.headerstart
IsId 407
Type 20
Init PsiDisrupterInit
Death PsiDisrupterDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell PsiDisrupterCastSpell
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt PsiDisrupterAlmostBuilt
Built PsiDisrupterBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking PsiDisrupterIsWorking
WorkingToIdle PsiDisrupterIsWorking
WarpIn [NONE]
.headerend
# ----------------------------------------------------------------------------- #

PsiDisrupterInit:
imgul 948 0 0 # PsiDisruptorShad (neutral\tpdShad.grp)

PsiDisrupterAlmostBuilt:
playfram 1
goto PsiDisrupterIsWorking

PsiDisrupterCastSpell
playfram 0
castspell
goto PsiDisrupterIsWorking

PsiDisrupterBuilt:
playfram 0
goto PsiDisrupterIsWorking

PsiDisrupterIsWorking:
wait 125
goto PsiDisrupterIsWorking

PsiDisrupterDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 3
liftoffcondjmp PsiDisrupterLocal00
lowsprul 273 0 0 # TerranBuildingRubblesmall (thingy\RubbleS.grp)
wait 1
end

PsiDisrupterLocal00:
wait 1
end
Please guys, I really need help. I just need the help I mentioned, and I'll be almost done.



None.

Dec 7 2011, 12:16 am Biophysicist Post #63



Disclaimer: I'm still a bit rusty with iscript.

Well, you made a few mistakes. First, you need a colon after label names for them to actually be treated as label names (in the body of the script, not the header). Second, you should have sigorder 2 at the end of your castspell, but before the goto: sigorder is a weird opcode that I don't completely understand, but you need sigorder 2 at the end of casting, or weird stuff happens. Third, you may or may not need a wait before the castspell.

Here's the corrected castspell animation:

Code
PsiDisrupterCastSpell:
wait 1
playfram 0
castspell
sigorder 2
goto PsiDisrupterIsWorking


Also, you can remove the line "liftoffcondjmp PsiDisruptorLocal00", as the structure can't lift, anyway, and then the entire PsiDisruptorLocal00 animation.



None.

Dec 7 2011, 12:38 am SCRuler Post #64



Thanks. can you provide any help with the Ion Cannon?



None.

Dec 7 2011, 2:43 am Biophysicist Post #65



What more help do you need?



None.

Dec 7 2011, 2:59 am SCRuler Post #66



There's a full list on the previous page.
Also, I applied the required CastSpell application, and I did the appropriate dealing in Firegraft... But to no avail. Maelstrom won't activate at all.
I'm afraid the mod is doomed to fail. The only thing I've successfully finished doing is adding the infested ghost, changing the dropship and medic, and adding the Dark Shaman.
I still need some way to build the "Dark Shrine", I need the Psi Disrupter to have an actual function or the Ion Cannon to actually work, and I need the overmind to be able to research upgrades. I know how to do the last thing... but everything else...



None.

Dec 7 2011, 4:11 am Biophysicist Post #67



PM me the mod and I'll take a look within 24 hours.



None.

Dec 7 2011, 5:18 pm SCRuler Post #68



Apparently you're out of space for messages.



None.

Dec 7 2011, 11:39 pm Biophysicist Post #69



And now I have space. ;b Sorry 'bout that.



None.

Dec 8 2011, 12:03 am SCRuler Post #70



lol sent.



None.

Dec 8 2011, 3:40 am SCRuler Post #71



Also, could anyone make me a new protoss ground vehicle? I think it would be a cool idea.



None.

Dec 8 2011, 2:21 pm Pr0nogo Post #72



You have no idea how hard it is to make new graphics, dude. You can use the Scantid Tank graphic at maplantis (I used it in StarCraft: Rivalry for the Protoss Clarion).




Dec 8 2011, 3:27 pm SCRuler Post #73



I think I know. It's why I can't do it lol I would fumble horribly.
I'll check it out though, thanks.



None.

Dec 9 2011, 12:14 am Biophysicist Post #74



I received your .mpq and will take a look. However, it might help to have the .exe output by Firegraft.

EDIT: Well, here's one obvious problem. It's "scripts\iscript.bin", not "script\iscript.bin". You need an "s" after "script". ;b



None.

Dec 9 2011, 12:48 am SCRuler Post #75



Lol oops I must have typoed. Did you fix it after? Can you help with the ion cannon?



None.

Dec 9 2011, 12:57 am Biophysicist Post #76



Why don't /you/ fix it and tell me if it works? ;b You have the grafting, and I don't, so it would be easier for you to test, anyway. ;b



None.

Dec 9 2011, 1:40 am SCRuler Post #77



Ok lol. But did you take a look at the I scripts?



None.

Dec 9 2011, 3:53 am SCRuler Post #78



I don't know what the hell is wrong. It still didn't work, for either the Chem trooper using plague or the psi disrupter using maelstrom



None.

Dec 9 2011, 9:17 pm SCRuler Post #79



Also, how can one make a new gun turret structure? I'm thinking of abandoning most of the structure ideas.



None.

Dec 9 2011, 10:32 pm Sand Wraith Post #80

she/her

If you want to make a gun turret structure, I recommend basing it off of the Photon Cannon and using the Floor Gun Turret GRP. That should work.

EDIT:

With appropriate sound and iscript changes and such and such.

EDIT2:

And other changes, such as removal of the "Requires Psi" flag.




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