Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [EUD editor 2] unit attacking problem
[EUD editor 2] unit attacking problem
Apr 3 2018, 11:04 pm
By: unholyshadows  

Apr 3 2018, 11:04 pm unholyshadows Post #1

So basically I'm trying to make spore colony towers that can attack both ground and air units. The problem is when they try to attack ground units they turn into a rock sprite and do nothing.
I'm using EUD Editor 2 and I can't seem to figure out why the spore colony wont attack ground despite their weapon allowing them to attack ground units.

Any help would be great. Thanks in Advance.


Apr 3 2018, 11:50 pm Pauper Post #2

The iscript doesn't have an attack animation for ground. You will need to change the iscript to a unit that can attack both air and ground units. It will be slim picking because the iscript for zerg has an idle animation. I would try the hydralisk or mutralisk iscript. The building must be created after the trigger is ran.

Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Apr 4 2018, 12:17 am Lanthanide Post #3

Missile Turrets can attack both air and ground.


Apr 4 2018, 12:19 am Pr0nogo Post #4

I think the missile turret's turret animation would crash if used for the spore colony due to the limited frames. Are you actually so limited with EUDs that you can only copy paste entire iscripts, rather than just loading modified iscript.bin files? Just mod at that point imo

Apr 4 2018, 12:47 am Lanthanide Post #5

I'm saying Missile Turret can be used to attack ground and air, as an alternative to the spore colony. I'm NOT saying use the missile turret iscript for spore colony.

Right now with respect to iscript, SCR does not support EUD action triggers to modify a script.

But, EUD Editor works by injecting whole dat files as well as the stat_txt file, rather than running individual triggers to change memory addresses. It looks like it can also inject iscript, but I haven't yet tried this and no-one else has claimed to have. It might work, but I think it probably won't. I might get a chance to experiment with it this weekend.

If the buildings are pre-placed, you could do an elaborate scheme of placing a missile turret in the same location as the spore colony, making it invisible (make the placement box size 0x0) adding a ground weapon and changing the weapon sprites to be the seeker spores, and give the spore colony a target acquisition distance of 0. This will make it look like the spore colony is attacking, but actually it's the missile turret - although you may need to line the placement up so the spore shot appears to come from the right location on the spore colony. The only downside is the kill counter for the spore colony won't go up when the missile turret kills things, but that is also fixible using CUnit EUDs - if you know the ID of the missile turret, you can run a trigger to decrement the kill count on the missile turret and increment it on the spore colony.

I have done all of this in my DSNRM map to make it look like the protoss warp gate is attacking units when really it's 4 invisible missile turrets strategically located. Haven't done the last CUnit bit because the actual implementation in my map is not as clean as the above, and I've just now realised I can easily make it this clean, and then implement the CUnit bit easily too.

Post has been edited 2 time(s), last time on Apr 4 2018, 12:55 am by Lanthanide.


Apr 4 2018, 11:58 pm unholyshadows Post #6

thats a shame, I was hoping I could just copy the air animation to the ground one so it would attack both.


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[09:45 am]
SiKiN -- Yea cheers but I think I'll land on 20db, hes fine how he is.
[08:53 am]
Pr0nogo -- run that over your file and see how it matches up, normalize it to 90-99% afterwards and you're probably all set
[08:52 am]
Pr0nogo -- I don't know how to do it in audacity, I use audition 1.5 (easy to find for free), and my hardlimit settings look like this:
[07:33 am]
SiKiN -- I mean I think it sounds loud enough, and I dont know how to do what youre saying.
[06:34 am]
Pr0nogo -- it raises the sound floor, which will have varying effects, e.g. if there's quiet background noise it will get amplified more than the louder samples of the waveform
[06:33 am]
Pr0nogo -- what you'll want to investigate is dynamics processing, or at the very least hard limiting
[06:07 am]
SiKiN -- Can't really go higher than 20db or is screws the voice up something shocking.
[06:05 am]
SiKiN -- I increased to 12db, did ok. Hydralisk attacks where still louder. So I changed to 20db and you can definitely hear it now but its still pretty quiet. Still though I can hear it. So done deal.
[05:37 am]
Pr0nogo -- unless it's a new bug with the remaster
[05:36 am]
Pr0nogo -- there is no issue with equalization, he just didn't have his sounds normalized
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