Staredit Network > Forums > Modding Assistance > Topic: Random modding questions
Random modding questions
Mar 18 2013, 12:47 am
By: Pr0nogo  

Mar 18 2013, 7:52 pm Pr0nogo Post #21



@Bounce question, I'll see what I can do.
@Splash, good. Makes sense.

New question: can I make Mind Control work in an AoE?




Mar 18 2013, 8:07 pm Sand Wraith Post #22

she/her

Uhhhhhhhhhh probably not without plugins, and even then, there are a lot of things to consider. I have tried various things to "mind control" via a plugin, but a lot of factors are involved, and it is not as simple as switching the owner and ordering the unit to stop.

In any case, I think there was one or two people that got pretty close to a very decent implementation of a mind control via plugin. I don't know where those posts have gone to though.




Mar 18 2013, 8:25 pm Pr0nogo Post #23



Disconcerting. Worst comes to worst, I can just lower the energy cost of it.

Through TBLPad and DatEdit, I imagine I can change 'robotic' to something like 'large' as a qualifier, and have Mind Control and some other abilities only affect units that aren't tagged as 'large'. Is there a problem that arises from that method of limiting Mind Control to only affecting infantry/small units?




Mar 18 2013, 8:29 pm Biophysicist Post #24



OH. OHOHOHOHOH. I've figured out how to make the Overlard spawn Zerglings without needing to eat a spell! AI scripts can spawn most units via some opcode, which I forgot the name of. You'd need an AI script that periodically (and frequenetly) spawns a Devouring One (or some other non-Zergling unit that uses the Zergling's graphic) at a predetermined point if an Overlard is owned. Then, with a plugin, give the Overlard some kind of timer, and make Devouring Ones Place COP to the Overlard with the lowest timer value, reset its timer, and swap the Devouring One to a Zergling.

EDIT: @Above: Not that I can think of.



None.

Mar 18 2013, 10:10 pm Sand Wraith Post #25

she/her

Regarding coded mind control: simply put, it's not "perfect." I don't know if it will transfer over upgrades and tech of the enemy player, and I don't remember all of the effect specifically.

The best solution I can come up with is order all units that are targetting the MC'd victim to stop, and the MC victim itself to stop, and also transfer ownership.

It's not perfect, but it's doable. I think a "perfect" implementation, that imitates the normal spell exactly, is more difficult to code. But otherwise, I think it works "well-enough." If you're looking for professional grade mind control code though, it would take more work.

Bottom-line is that it does work.




Mar 19 2013, 2:57 am Pr0nogo Post #26



I'll respond to the above posts when I have more time to think about what I've been doing.

New question: how do I make a Command Center addon that fits over the Command Center itself, has construction frames that go over the Command Center and make it 'morph' into a new structure, and have this new structure/addon function as a turret? Yes, I want to make an Orbital Command.

Follow-up question: is it possible to make the Command Center able to lift off with the addon/turret still attached?

Follow-follow-up question: if the above is possible, can I make the addon/turret only fire when the Command Center itself has landed (possibly using plugins)?




Mar 19 2013, 3:07 am Biophysicist Post #27



Well, you can certainly make an addon go over the main structure; collision with the main structure is not checked when placing an addon. There are some oddities, though, if the addon dies; specifically, you can stack things on top of the main building where the addon was. However, no, there is no way to make the addon follow the main structure, at least not that I can think of. Can't you just make the Command Center morph normally?



None.

Mar 19 2013, 3:13 am Pr0nogo Post #28



I wasn't aware that that was possible. I thought all things morphing (hydra->lurker, muta->guard/devo, hatchery->lair->hive) were hardcoded.




Mar 19 2013, 3:20 am Biophysicist Post #29



Nah, they're not. You will need to use an EXE Edit in Firegraft, though, first; normally, only a certain range of unit IDs (namely, the Zerg structures) can do a building morph.



None.

Mar 19 2013, 4:02 am Pr0nogo Post #30



So with EXE edits I can increase that range/include the Command Center in that range?

/e and it will be able to lift off and fly around? Can I disable its attack while it's lifted off?

/e2 Can I make the Orbital Cummand only attack when SCVs are loaded inside? Can I make it treat SCVs as ammo and kill an SCV in the cargo bay when it fires?

Post has been edited 2 time(s), last time on Mar 19 2013, 4:18 am by Pr0nogo.




Mar 19 2013, 4:50 am Sand Wraith Post #31

she/her

You will be able to force-stop the attacks of a CC that has not landed. You can do both the SCV things. All tough the wondrous magic of plugins. IIRC anyway. Should be simple, barring nothing particularly strange about how transporting units are handled by SCBW.




Mar 19 2013, 5:04 am Pr0nogo Post #32



As long as I can make a Train Station shoot unwanted Interns for ammo, I will suckle the necessary penises.




Mar 19 2013, 5:49 am pastelmind Post #33



There is a new function named FireWeapon() in the latest version of GPTP. This allows you to make (practically) any unit use (practically) any weapon or spell when you want it to.



None.

Mar 19 2013, 2:00 pm Biophysicist Post #34



Ah, awesome! And where can that be obtained?



None.

Mar 19 2013, 3:15 pm Pr0nogo Post #35



I can't even find GPTP on SEN's forums.




Mar 20 2013, 11:57 pm pastelmind Post #36



An alternate version of GPTP has been under active development lately over at BroodWarAI.com.



None.

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