Staredit Network > Forums > Modding Discussion > Topic: [Source] GPTP - SC:V plugins.
[Source] GPTP - SC:V plugins.
Jan 3 2016, 4:15 am

May 1 2019, 4:10 pm KYSXD Post #21

Quote from lucifirius
How did you do the zealot charge?

Basically, I use the unit's energy as a counter for the charge ability. If the energy is full and the target is in range I set energy to 0 and set the unit's stim timer to the value I want.

Quote from lucifirius
Where is the code for the stalker blink?
Where is the code for the psionic transfer?

Here I have a namespace with all the available plugins implemented via game-loop.

Quote from lucifirius
What exactly is meant by "improved shield regen"?

By default, SC:BW regenerates shields at a fixed rate. The "improve" I added is the SCII behaviour: If the unit is not attacked within X seconds (using a unit's value as a timer) recharge the shields (with a bigger rate than the SC:BW default). Here you can take a look to some of the changes I made to make it work.

Quote from lucifirius
What changes in Firegraft do I have to make to implement the charge, blink, and transfer?

That's a tricky one... I do not remember :bleh:
I think the changes in GPTP should do the work.

For the blink and transfer you may need a button to trigger the plugin's behavior.

Maybe I should write more tutorials to explain how the plugins work, but I do not know if it is worth the effort as I don't see many people using the already written (or asking for others).

May 2 2019, 12:31 am lucifirius Post #22

Many thanks!

I guess I can't have everything handed to me and I'll have to figure things out :P


Aug 22 2019, 7:41 am Lagi Post #23

for the Burrow movement to give nice single button for unburrow / burrow. I create 2x button set in firegraft (for zergling and samir duran(burrow zergling)) and replace the button set as the zergling burrow.

samir duran button set, when zergling use burrow movement

//KYSXD - Burrow movement start
void runBurrowedMovement(CUnit *unit) {
if(unit->id == UnitId::ZergZergling &&
scbw::hasTechResearched(unit->playerId, TechId::UnusedTech26) &&
unit->playerId == *LOCAL_HUMAN_ID)
if(unit->mainOrderId == OrderId::Burrow) {
unit->_unused_0x106 = (u8)true;
unit->currentButtonSet = UnitId::Hero_InfestedDuran;

&& unit->status & UnitStatus::Burrowed
&& unit->status & UnitStatus::CanNotReceiveOrders) {

unit->status &= ~UnitStatus::Burrowed;
unit->status &= ~UnitStatus::CanNotReceiveOrders;
unit->status |= UnitStatus::IsGathering;

unit->flingyMovementType = 0;
unit->flingyTopSpeed = 853; //match templar. 1280 default by KSYXD
unit->flingyAcceleration = 27; //128
unit->flingyTurnSpeed = 40;

&& unit->mainOrderId != OrderId::Unburrow
&& unit->sprite->mainGraphic->animation != IscriptAnimation::Burrow) {

&& OrderId::Attack1 <= unit->mainOrderId
&& unit->mainOrderId <= OrderId::AttackMove) {
if(unit->orderTarget.unit) {
unit->orderTo(OrderId::Move, unit->orderTarget.unit);
else if(unit->
&& unit-> {
unit->orderTo(OrderId::Move, unit->, unit->;
else unit->orderTo(OrderId::Nothing2);

if(unit->mainOrderId == OrderId::ReaverStop
&& unit->_unused_0x106) {
unit->_unused_0x106 = (u8)false;
unit->currentButtonSet = UnitId::zergling;

unit->status &= ~UnitStatus::IsGathering;
unit->status |= UnitStatus::Burrowed;
unit->flingyMovementType = 2;

} //KYSXD - Burrow movement end


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[06:01 am]
NudeRaider -- youarenotworthy
youarenotworthy shouted: Is there a post somewhere that details how to get started with EUD?
not just somewhere but stickied in UMS Assistance! ;)
[05:57 am]
NudeRaider -- Ultraviolet yep
[03:09 am]
RdeRenato -- with weapon* i need a medic with grenade launcher
[03:09 am]
RdeRenato -- x2
[02:48 am]
youarenotworthy -- Is there a post somewhere that details how to get started with EUD?
[02:47 am]
youarenotworthy -- I looked at the AI ability requirements you sent me before, but I don't really understand any of it.
[02:41 am]
Roy -- Or do you mean giving the medic a weapon?
[02:37 am]
Roy -- It would be easier to just meet the AI requirements:
[02:32 am]
RdeRenato -- Is it possible to make the medic attack with EUD?
[02:22 am]
Roy -- For some reason I have the ability to check it via condition in EUDGen but not set it with an action, so I'm guessing at least some of them don't work as expected as EUD actions. Or I'm just bad and forgot to include them.
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