Staredit Network > Forums > Modding Assistance > Topic: scaiedit limitations
scaiedit limitations
Jan 12 2017, 7:33 pm
By: DirectShift  

Jan 12 2017, 7:33 pm DirectShift Post #1



Hello people,

I'm writing the script for my new mod, however, I want to know if certain things are possible.

I'm writing a protoss script.

- Is it possible for a protoss to build a tank using the gateway? Considering that I used DATEDIT to make the siege tank a protoss unit...

- The high templar can cast dark swarm and maelstrom... but how do I tell the computer to use those spells?

That's all!

Thanks!



None.

Jan 13 2017, 11:19 am IskatuMesk Post #2

Lord of the Locker Room

1 - Yes.

2 - Reverse engineering and custom code is the only way.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Jan 13 2017, 2:22 pm DirectShift Post #3



Quote from IskatuMesk
1 - Yes.

2 - Reverse engineering and custom code is the only way.

Thanks Iskatu,

I managed to solve 1 by replacing the dark templar with the tank.

Now, regarding 2... where do I start? where do I look?

Thanks



None.

Jan 13 2017, 5:03 pm IskatuMesk Post #4

Lord of the Locker Room

I have no clue, but Heinermann (who created BWAPI) might be able to tell you where to start. Of course, you'll need to have a firm grip on ASM and building plugins for Firegraft. Alternatively, if you are familiar with the languages supported by BWAPI you might be able to use that for single player somehow.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

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[07:36 pm]
Ahli -- beacons are unclickable when disabled. To make the beacon's non-light areas appear as cloaked, simply gain vision with them via a detector for a brief moment, e.g. at map start
[06:21 pm]
jjf28 -- many units can be cloaked with the disable-disable-enable trick, dunno if beacon is one of them
[05:46 pm]
MTiger156 -- Psychic_Genius
Psychic_Genius shouted: Hello all :D hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.
doodad state is used to open/close installation doors. cloaking a beacon (or any unit) can be done with special EUD software such as T-Warp's editor http://www.staredit.net/topic/17518/ modify advanced properties to include "permanent cloak", and the structure of the beacon will be invisible (given that it isnt pre-placed and is owned by a non-shared vision player)
[05:31 pm]
Psychic_Genius -- Im using scmdraft 2
[05:18 pm]
Psychic_Genius -- Hello all :D hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.
[02:57 pm]
poiuy_qwert -- and for units, do they use their starEditPlacementBox for their size, or the unitSize? and I assume they are drawn in the same order as the units on the map?
[02:55 pm]
poiuy_qwert -- sooo, if both dims are <= 64 it renders 4 pixels per tile? which pixels from the tiles other then {7,6}? and if both dims are > 128 it does every other tile gets a pixel?
[11:00 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: it was some other pixels for 64-sized maps
It actually uses 4 pixels for 64x64
Please log in to shout.


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