Staredit Network > Forums > Modding Assistance > Topic: create troops for StarCraft brood war
create troops for StarCraft brood war
Aug 23 2016, 10:32 pm
By: tima123  

Aug 23 2016, 10:32 pm tima123 Post #1



:-( Very much I ask to answer,and throw all the programs and explain how to use them,all for starcraft brood war! :massimo: :blush:



None.

Aug 23 2016, 10:35 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

Do you want to know how to map or mod? Are you asking us to explain how to use all the programs related to Starcraft? That's a lot to ask.



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Aug 23 2016, 10:37 pm tima123 Post #3



how to create maps I know,but I like looking how people make new units and change them textures,I too wanted to do and how I do not know!



None.

Aug 23 2016, 10:52 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

Ohh, alright. I don't completely know how to do it, but I can explain some of the basics to you. First, you'll need WinMPQ. Make sure you download the Visual Basic 4 runtime files and runtime files pack 3 along with the main program. With this, you can replace files found in StarCraft.mpq, StarDat.mpq, BroodWar.mpq, and BroodDat.mpq.

To replace the files, you just create a new mpq and add files with the exact same file name as the one you want to replace. To know what the filenames are, you'll need to download the Starcraft list file, or else all the files in any of the mpqs will show up as unknowns. To add a listfile, you need to open WinMPQ, click on "Options...", click on the "List Files" tab, click "Add List File", and then add that list file that you downloaded. Once you do that, you can see all the files and their paths.

In order to properly replace a file, you need to add it to your new mpq with the exact same name, and it has to have the exact same path as the file. The path is where the file is stored. For example, if I want to edit unit stats when creating a new unit, I could edit units.dat, and when I add that file to my mpq, the path it needs is "arr\". If you enter it properly, it should show up like "arr\units.dat". When you do that, you're replacing the units.dat file that comes in the original mpqs, so when you run your mod, it'll use your unit stats instead.

To change the unit graphics, you'll want to replace the grp files. For example, if I wanted to change the ghost's appearance, I'd name the new graphic "ghost.grp" and add it to my mpq with the path "unit\terran\". Keep in mind that when you change the graphic, you need to update the unit's iscript, or else the game will crash because the original animation frames don't match up with the new grp. I don't understand iscript stuff, so someone else will have to explain it, but that's pretty much the basics.

I think for starters, you should try replacing things like music and background images as practice. For example, if you want to replace the background image for the protoss briefing screen, get a new image and name it backgnd.pcx, and add it under the path "glue\palrp\". To change, for instance, the intro music when you first run the game, get a new music clip and name it title.wav, and it add it to your mpq under the path "music\". To know what to name the files and what paths to add them under, just open up the different mpq files in your Starcraft directory and look for them.

In order to actually run your new mpq, download MPQDraft. It allows you to load mpqs and run the game. To load your mpq, start the program, click on "Load MPQ Patch", select Starcraft, click next, browse for your mpq, click next, and then click finish. It will load the game with your mpq file, and you should be able to see your changes.

Post has been edited 1 time(s), last time on Aug 23 2016, 11:00 pm by Dem0n.



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Aug 23 2016, 11:00 pm tima123 Post #5



Thank you,if there are more ways to write!



None.

Aug 23 2016, 11:33 pm Dem0n Post #6

ᕕ( ᐛ )ᕗ

Another thing to add is that you can't actually make a new unit; you can only replace current units. So if you're like making a campaign or something where you never see terran units, you can replace some terran units with the "new" units you want. You would just have to replace their graphics, change their iscript files, and modify all the unit stats and stuff. You can change their weapons by modifying weapons.dat, I believe, so you could give a marine a ghost's attack or something. If you want to create new attacks with custom animations, that requires more work, and I don't know how to do that. :P



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Aug 24 2016, 12:51 pm JCarrill0 Post #7

BattleTag: JCarrill0#1742

Tima123 has been making several maps on MODDB, that I have personally tested and explain WELL in advance he needs help.
I'm not pro mapper my self, but I have made several suggestions to his map collection.

I am the one who had told him over and over to come here to get advice on mapping all together.

Here is a collection of his MODS & ADDONS at MODDB

Best of luck Tima123, these guys are great!




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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
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