I want to make the Infested Terran apply Ensnare at its death location when using Suicide. The spell itself will not be used anywhere else, as the Queen is not present in the map/mod.
How would I go about doing this?
e: this is solved, my current question is a few posts below
Post has been edited 1 time(s), last time on Jun 15 2015, 12:29 am by Pr0nogo.
Does an additional "useweapon [ensnare ID]" not work within its attack animation?
No idea, made this thread without testing. Trying to use the splash effect in DatEdit now, will check iscript next if it doesn't yield results.
Since this thread wasn't locked I'm going to edit it so that it represents a thread for any modding questions I might have in the near future.
I'm looking to solve a problem with a .wav file. I edited the Psionic Storm sound, imported my edited version, and double-checked to make sure the imported file was correct, but now no sound plays when Psionic Storm is cast. The iscript still points to the sound and it worked prior to importing the new file, so I suspect something's wrong with it.
I have attached the file in question.
Attachments:
ALL PRAISE YOUR SUPREME LORD CORBO
Your .wav file must be compressed into an 16-bit .wav file. I'm not sure if your compression is like so but if it is not that might be the issue.
Post has been edited 1 time(s), last time on Jun 15 2015, 1:59 am by Corbo.
fuck you all
That fixed it, thanks. Despite being saved as a 32 bit float in the past, my voice acting has never had a problem integrating with SC, and my sounds were no exception previously. Not sure what changed, maybe it was just saving as 16-bit. I'll keep it in mind.
How much effort would it take to make the Spider Mine buildable by SCVs?
ALL PRAISE YOUR SUPREME LORD CORBO
Not much, you'd have to datedit the spidermine to have the building flag too (to make it buildable)
In addition to that you'll have to add an animation for the process of building into the iscript.
You'll also have to add the SCV the command card to build a spider mine...
I think that would be all.
fuck you all
Is it possible to make Plague's effect stackable? Or to duplicate the damage effect of Psionic Storm (in that it stacks even if cast in the same area), but have it apply via Plague? I want to give the Photon Cannon an attack that just applies Plague to targets, but after retooling the DPS, AoE, and graphic of the spell to be much more balanced for a base defence's, I want it to be able to stack on afflicted targets.
If this is not possible, maybe an .exe edit or plug-in where Acid Spores (stacking up to 9) deal more damage per stack instead of slowing attack speed would be plausible?
ALL PRAISE YOUR SUPREME LORD CORBO
I would think that the effects of these spells are hardcoded but it could be achieved with a plug in, yes.
fuck you all
It could be plug-inned with Acid Spores. I could probably also do it with any weapon thanks to the new version of GPTP. On the other hand, I wouldn't know how to get the text display or other graphical effect to work with weapons other than the Acid Spores. Any sort of indicator would take a bit of work. That said, I could also get it done to varying degrees of ugliness.
That would be lovely.
On another note, is it possible to have a unit lift off? I am okay with removing the functionality for Terran structures if necessary. Specifically I want Jim Raynor (Vulture) to be able to lift off and land. When landed, it would act as a ground unit, whereas it would be a free-moving air unit after liftoff. If this is only possible through cannibalising Siege Mode I am okay with that too since I believe that's how Koreans added Vikings to Brood War.
Okay, I'll see what I can do, might take a while though.
Unknown, best to try experimenting on your own. You'll almost certainly need some animations scripted.
ALL PRAISE YOUR SUPREME LORD CORBO
SW is right. I developed this for a mod myself. Basically I didn't want supply depots to take space on the ground so I made them be able to lift off.
I remember it involving the proper button changes and script in lift off animations and landing too.
Now this was a building but I see no reason for it to not be able to be done with a unit. Though, I don't think you'll be able to make them behave differently, your unit will just have to be a building and you'll have to add the building its proper attacking button set.
or just try experimenting by checking all of them flags, units, air unit and building too
I'd think the building/flying building enables a unit to be able to be lifted off.
fuck you all
You may or may not need some flingy edits to the movement type similar to those of the existing Liftable units.
Unless the liftoff code is modified, unit starts to block buildings on the place it landed on (whether or not it can move away from there) and becomes a "building", so it may be simpler to use siege mode for non-building liftoff.
None.
Any reason the following iscript isn't working? I am trying to turn the Medic into a combat-capable unit with an auto-attack rather than the default BW Medic.
Code
orderdone 1
playfram 0x11 # Frame set 1
wait 3
playfram 0x22 # Frame set 2
attackwith 1
wait 3
playfram 0x11 # Frame set 1
wait 3
gotorepeatattk
playfram 0x00 # Frame set 0
goto MedicGndAttkToIdle
Note: 'orderdone 1' seems to have no effect as I have removed the Medic's healing, but removing it from the iscript changes nothing.
A screenshot of the weapons.dat entry the Medic is loading, if it helps:
The Medic just runs to the closest range possible in-game and does nothing. No frames play at all.
edit: Medic's orders were changed as well (units.dat): Normal movement/Normal attack and Guard (normal)/Attack unit (normal).
If you have removed healing from medic, why don't you just use a completely another unit? Medic has many hardcoded exceptions to the normal order behaviour to make healing work smoothly.
None.
I'm doing exactly that now that I've realised the likelihood of hardcode regarding the unit ID, but thank you for the heads up nonetheless.