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

Jan 3 2016, 4:15 am KYSXD Post #1


(First of all, sorry for my bad english :D )

With the most improved fork by (UndeadStar) of GPTP, i was working in many plugins (Like auto harvest on first frame, different larvae amount for zerg buildings, etc.) on my fork for my mod SC:V (no, it's not "5").

Many of them don't need extra changes on any SC files (warpGate plugin needs some changes on the button set, High-Dark templar merge need also some changes on firegraft). Other ones change the behavior of the SC calculations (speed now work in a BIG different way).

The main idea/request here is to share the on going work and ask for some advice to the modders here. There could be many improvements to the current code, and many other features could be done with the help of anyone here.

TLDR: Here's the repo for my own work. If you want to help, feel free to fork, or push your own work to the current one. Send your suggestions. Let's writte plugins! :D


Work done (16/02/2016):
•Starting workers set to 12.
•Workers will harvest at first run.
•Re-worked collision for workers while harvesting (SCII inspired).
•Window-mode (requires WMODE.dll and WMODE_FIX.dll).
•Changed harvest rates (and could be controlled separately).
•Changed unit-speed behavior and added speed modifier on creep.
•Changed cooldown behavior and added stim variants (this would allow other units to use stim for other purposes).
•Auto harvest on rally point.
•Auto enter-transport on rally point.
•Target lines.
•Idle worker count.
•Different larva amount (3 - Hatchery, 4 - Lair, 5 - Hive).
•Dark/High Templar merge (Twilight archon inspired).
•WarpGate plugin (SCII inspired).
•Increased regen to burrowed units (also, improved regen after upgrade).
•Decrease shield for unpowered buildings.
•Zealot's charge (SCII inspired).
•Different harvest rates for minerals (red, blue and yellow minerals).
•Improved shield regen (SCII inspired).
•Chrono boost (SCII inpired).
•Terran Reactor behavior (SCII inspired).
•Stalker's blink (SCII inspired).
•Adept's psionic transfer (SCII inspired).

If you want to see some of the plugins in action, you can see them on my Youtube channel


Now you can check the New wiki created to know how every plugin works (Still WIP).

Post has been edited 6 time(s), last time on May 27 2016, 8:39 am by KYSXD.

Jan 4 2016, 9:30 pm Corbo Post #2


I've seen most of your videos, your plug ins are insane!

Good work!

fuck you all

Jan 5 2016, 5:34 am Sand Wraith Post #3


Nice, these are really good.

Jan 31 2016, 3:56 am KYSXD Post #4

I edited the first post with the current work done.
Also, I will try add more info about the changes needed in .dat files, buttonSets and so to use some of the plugins properly.

Right now I'm trying to recreate the worker count of resource depots (like CC, Nexus, etc.) and the burrowed movement.

Any help, suggestion or advice is welcomed.

And... Should I move this topic to Modding Assistance?

Apr 7 2016, 1:01 am KYSXD Post #5

I have released the source of the Smart Casting implementation i wrote (inspired in the original implementation by RavenWolf, you can check it in this link. His work is amazing. Really, you should check it out).

You can find this source in this GitHub's Link.

I'm not planning to write a tutorial for this anytime soon, that's why release the source, maybe could be useful for experienced programmers.

Apr 10 2016, 8:07 pm Voyager7456 Post #6

Responsible for my own happiness? I can't even be responsible for my own breakfast

These really are a fantastic resource for people. Thanks for making them available, KYSXD.

Look out and there's no atmosphere
No sign of life, it's only us here
We float along, no direction
No gravity, no recollection

Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]

Jun 11 2018, 2:13 pm KYSXD Post #7

For all people interested, I made available my Extended buttonset plugin implementation in the wiki.

Jun 12 2018, 5:26 pm UndeadStar Post #8

I remember when I made the buttonsets hooks, I tried opening lots and lots of functions to find what to edit to gain this "more than 9 buttons" feature, but most functions were unhookable and didn't seem relevant anyway, so it's good to see it working in an open source context.


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