Modding Queen Help, iscript and everything.
Post #1 NickClegg Jul 5 2012, 3:07 am
Post #2 Pr0nogo Jul 5 2012, 4:22 am
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Rank: Goff
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Make sure your Queen's attack in weapons.dat has the target flags for the type of unit you're trying to attack (e.g. if you want it to attack ground units, make sure its weapon has the ground flag checked).
/e I can't read, ignore the second line. /e2 Go into DatEdit, edit the unit's AI Actions tab. Where it says 'Attack Unit,' replace that field with 'Attack Unit (Normal)' and replace Right-click Action with 'Normal Movement/Normal Attack.' This post was edited 1 time, last edit by Pr0nogo: Jul 5 2012, 4:28 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #4 Pr0nogo Jul 5 2012, 8:18 pm
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Rank: Goff
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Ah, did some quick digging around and found that you'll have to use a different unit - but have no fear! See the attached mod and the files within. I've done the work for you.
Attachments:
![]() Voila! CAVEAT: The wireframe is incorrect, because I replaced the 'Cave' unit. Extract the wireframe grps from regular StarDat/BrooDat and replace the Cave frame with the Queen frame. This IS trainable from the Larvae. All spells appear to work correctly. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
IskatuMesk
Jul 6 2012, 12:08 am
Post #7 Pr0nogo Jul 6 2012, 1:26 pm
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Rank: Goff
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If you want more dynamic units based on hardcoded ones, then you need to replace unused ones in DatEdit and change the buttons in Firegraft to point to these new units. Along with DAT Requirements and switching what uses the button sets (and probably some TBLPad editing), that's your method.
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Post #8
IskatuMesk
Jul 6 2012, 2:33 pm
Post #10
IskatuMesk
Jul 6 2012, 2:55 pm
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