So! It's summer and I felt like going back to make an attack ion cannon. Sadly, it doesn't work...
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Mon May 27 00:24:17 2013
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 292 IonCannon (neutral\ion.grp)
.headerstart
IsId 116
Type 20
Init IonCannonInit
Death IonCannonDeath
GndAttkInit IonCannonGndAttkInit
AirAttkInit IonCannonGndAttkInit
Unused1 [NONE]
GndAttkRpt IonCannonGndAttkInit
AirAttkRpt IonCannonGndAttkInit
CastSpell [NONE]
GndAttkToIdle IonCannonInit
AirAttkToIdle IonCannonInit
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt IonCannonAlmostBuilt
Built IonCannonBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking [NONE]
WorkingToIdle [NONE]
WarpIn [NONE]
.headerend
# ----------------------------------------------------------------------------- #
IonCannonInit:
playfram 0x00 # frame set 0
wait 1
goto IonCannonInit
IonCannonGndAttkInit:
playfram 0x00 # frame set 2
wait 1
playfram 0x11 # frame set 3
wait 1
playfram 0x00 # frame set 4
wait 1
playfram 0x11 # frame set 5
wait 1
playfram 0x00 # frame set 6
wait 1
playfram 0x11 # frame set 7
wait 1
attackwith 1
gotorepeatattk
goto IonCannonInit
IonCannonDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 3
liftoffcondjmp IonCannonLocal00
lowsprul 274 0 0 # TerranBuildingRubblelarge (thingy\RubbleL.grp)
wait 1
end
IonCannonLocal00:
wait 1
end
IonCannonAlmostBuilt:
playfram 119
goto IonCannonAlmostBuilt
IonCannonBuilt:
playfram 0
goto IonCannonInit
Here's the code, and since it's been a year since I touched this, I'm POSITIVE something is missing.
None.
what is the problem?
Make sure all your frames exist. Maybe you need to wait 1 frame after your attackwith?
I dunno what could be wrong. I feel like I'm missing the necessary context to help.
Based on the AlmostBuilt section, it looks like you need at least 119 frames in your GRP ...
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what is the problem?
Make sure all your frames exist. Maybe you need to wait 1 frame after your attackwith?
I dunno what could be wrong. I feel like I'm missing the necessary context to help.
It wouldn't move and turn, it wouldn't attack. it just sits there. I also went into the datedit and made the adjustments, but no bueno
Based on the AlmostBuilt section, it looks like you need at least 119 frames in your GRP ...
I have that. It's exactly 119. the first 118 are moving and attacking animation. the 119th is the half-constructed one.
None.
Check AI Actions in units.dat and that the graphic can turn (probably in images.dat).
Also consider making sure, in images.dat, that the image uses the correct iscript ID.
Check AI Actions in units.dat and that the graphic can turn (probably in images.dat).
Also consider making sure, in images.dat, that the image uses the correct iscript ID.
all of that has been taken cared of. still no bueno. Should I upload a mod of it as an example?
None.
I have succeed this in my mod, you can check the Ion Cannon out in my mod, download it here:
http://www.staredit.net/topic/15935/ Buildings can't attack without turrets, like Missile Turret, you also can see in my mod too
Good luck!
None.
I have succeed this in my mod, you can check the Ion Cannon out in my mod, download it here:
http://www.staredit.net/topic/15935/ Buildings can't attack without turrets, like Missile Turret, you also can see in my mod too
Good luck!
Ick! Like tanks and goliaths?! I'll work on that. I got the mod, and I have to say very nice on the graphics and all. Loved the Thor. Although... I tried building the Ion Cannon/Arbiter Tribunal and nothing warped
None.
Place Ion Cannon in any map you want, then try it in the game. It's Ion Cannon with turret overlay on it, and Arbiter Tribunal is the turret, I used "imgol" opcode
Here the codes:
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 292 Ion Cannon (neutral\ion.grp)
.headerstart
IsId 116
Type 20
Init IonCannonInit
Death IonCannonDeath
GndAttkInit IonCannonGndAttkInit
AirAttkInit IonCannonGndAttkInit
Unused1 [NONE]
GndAttkRpt IonCannonGndAttkInit
AirAttkRpt IonCannonGndAttkInit
CastSpell [NONE]
GndAttkToIdle IonCannonGndAttkInit
AirAttkToIdle IonCannonGndAttkInit
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt IonCannonAlmostBuilt
Built IonCannonBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking IonCannonGndAttkInit
WorkingToIdle IonCannonWorkingToIdle
WarpIn [NONE]
.headerend
# ----------------------------------------------------------------------------- #
IonCannonInit:
playfram 0x00 # Frame set 0
goto IonCannonGndAttkInit
IonCannonGndAttkInit:
wait 125
goto IonCannonGndAttkInit
IonCannonDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 0 # Building Explosion (Large) (thingy\tBangX.grp)
wait 3
liftoffcondjmp IonCannonLocal00
lowsprul 273 0 0 # Terran Building Rubble (Small) (thingy\RubbleS.grp)
wait 1
end
IonCannonLocal00:
wait 1
end
IonCannonAlmostBuilt:
playfram 1 # Frame set 0, direction 1
goto IonCannonGndAttkInit
IonCannonBuilt:
imgol 186 0 0 # Arbiter Tribunal (protoss\prism.grp)
IonCannonWorkingToIdle:
playfram 2 # Frame set 0, direction 2
goto IonCannonGndAttkInit
and
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 186 Arbiter Tribunal (protoss\prism.grp)
.headerstart
IsId 180
Type 27
Init ArbiterTribunalInit
Death ArbiterTribunalDeath
GndAttkInit ArbiterTribunalGndAttkInit
AirAttkInit ArbiterTribunalGndAttkInit
Unused1 [NONE]
GndAttkRpt ArbiterTribunalGndAttkInit
AirAttkRpt ArbiterTribunalGndAttkInit
CastSpell [NONE]
GndAttkToIdle ArbiterTribunalGndAttkToIdle
AirAttkToIdle ArbiterTribunalGndAttkToIdle
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt ArbiterTribunalAlmostBuilt
Built ArbiterTribunalBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking ArbiterTribunalBuilt
WorkingToIdle ArbiterTribunalBuilt
WarpIn [NONE]
Unused3 [NONE]
StarEditInit [NONE]
Disable ArbiterTribunalAlmostBuilt
Burrow [NONE]
UnBurrow [NONE]
Enable [NONE]
.headerend
# ----------------------------------------------------------------------------- #
ArbiterTribunalInit:
playfram 0x00 # Frame set 0
ArbiterTribunalBuilt:
wait 1
goto ArbiterTribunalBuilt
ArbiterTribunalDeath:
wait 1
end
ArbiterTribunalGndAttkInit:
wait 1
attack
gotorepeatattk
sigorder 1
wait 13
ignorerest
ArbiterTribunalGndAttkToIdle:
goto ArbiterTribunalBuilt
ArbiterTribunalAlmostBuilt:
wait 125
goto ArbiterTribunalAlmostBuilt
If you need anything more, ask here
None.
Based on the AlmostBuilt section, it looks like you need at least 119 frames in your GRP ...
I have that. It's exactly 119. the first 118 are moving and attacking animation. the 119th is the half-constructed one.
Just so you know, frame #119 is actually the 120th frame in the file, since it starts at 0 when referencing the frames. Rather than that it has 119 frames, if you really mean that the last frame of your grp is actually numbered 119, then that is fine.
Buildings can't attack without turrets, like Missile Turret, you also can see in my mod too
That is false in two ways:
1) Buildings do not need turrets to attack. NickClegg's issue is likely that
either the flingy entry for the building graphic has turning disabled - I don't recall which value, but a certain turning speed disables turning completely (images.dat turning is only for if you want graphics for it to look like it is turning and has nothing to do with whether the unit is able to change direction to fire or move at a different angle)
or the firing angle for the weapon is set too low (if it is high enough, the building doesn't even need to change direction to fire at any angle). Changing either of these to an appropriate value will allow it to fire at things on any side of the building. I'm guessing that right now your building can only fire at things about directly north of it.
2) Technically the missile turret does not have a turret. An image overlay does not count as a turret, if you mean like the siege tank/goliath. Those and the hero versions are the only units that technically have a turret in the default data. And don't argue that those use an image overlay command in the iscript as well, as that is in the special StarEdit-only animation, which StarCraft does not use ever.
None.
Based on the AlmostBuilt section, it looks like you need at least 119 frames in your GRP ...
I have that. It's exactly 119. the first 118 are moving and attacking animation. the 119th is the half-constructed one.
Just so you know, frame #119 is actually the 120th frame in the file, since it starts at 0 when referencing the frames. Rather than that it has 119 frames, if you really mean that the last frame of your grp is actually numbered 119, then that is fine.
Buildings can't attack without turrets, like Missile Turret, you also can see in my mod too
That is false in two ways:
1) Buildings do not need turrets to attack. NickClegg's issue is likely that
either the flingy entry for the building graphic has turning disabled - I don't recall which value, but a certain turning speed disables turning completely (images.dat turning is only for if you want graphics for it to look like it is turning and has nothing to do with whether the unit is able to change direction to fire or move at a different angle)
or the firing angle for the weapon is set too low (if it is high enough, the building doesn't even need to change direction to fire at any angle). Changing either of these to an appropriate value will allow it to fire at things on any side of the building. I'm guessing that right now your building can only fire at things about directly north of it.
2) Technically the missile turret does not have a turret. An image overlay does not count as a turret, if you mean like the siege tank/goliath. Those and the hero versions are the only units that technically have a turret in the default data. And don't argue that those use an image overlay command in the iscript as well, as that is in the special StarEdit-only animation, which StarCraft does not use ever.
I didn't mean like Siege Tank and Goliath, I thought it's like Missile Turret, the overlay turns and attacks but actually the base attacks, I thought attacking buildings always need turret overlay
None.
Technically the base turns as well (the internal direction that Starcraft says it is facing), just that the image isn't set to have different graphics for facing other directions. This gives the illusion of the overlay being an independent turret. Also, image overlays are allowed to have any iscript animations that the base image is allowed to have, including opcodes for attacking. In fact, I think it is allowed to end the base image even before the unit dies if there is an active overlay that has the required animations. I suppose this could be used to trigger some kind of change in the appearance and iscript behavior of a unit when some condition occurs by spawning a new image overlay and afterward using the end command in the original image's iscript.
None.
Hey everyone, I got it to work after using another building as a turret. It didn't at first but the turn speed of the ion cannon as base was the thing that held it up. I think I'll go back and deal with it, but as for the time being, thanks for all the input so far
None.