Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUDs: Changing Weapon Graphics
EUDs: Changing Weapon Graphics
Jul 10 2018, 7:58 pm
By: Ultraviolet  

Jul 10 2018, 7:58 pm Ultraviolet Post #1



Man I cannot seem to figure this one out: is there a way to make an attack use a building explosion graphic when it hits? I am trying to use EUDs to change the image the corrosive acid hit has, but nothing seems to actually change what it looks like in game. I've tried modifying the corrosive acid hit sprite to use image 332 "Explosion2 (Small)", nothing. I then tried changing the corrosive acid hit image to use grp file 217 and iscript id 142 (for Explosion2 (Small)), no results there either. I was using the Korean English EUD Editor combined with Tarferi's translator to do this. I also tried changing the drawing functions for the shot and the hit to use remapping with ofire.pcx, with no visible results. I tried this last one with both the English version of the Korean EUD Editor and Tarferi's EPD trigger maker. Didn't work with either. Can't figure out what I'm doing wrong.




Jul 10 2018, 10:09 pm Lanthanide Post #2



I've have a look at this tonight, which will be ~8-10 hours from now.

What you want to do is definitely possible, however the resultant weapon may not deal any damage. Which makes it mostly useless if you wanted to use it as anything other than a graphical effect.



None.

Jul 11 2018, 11:57 pm Ultraviolet Post #3



Gotcha. Yeah, I'm not really interested in the effect if the weapon won't do any damage. I'm thinking of just approaching the problem differently for an easier, slightly less exciting solution. I'm planning to use some terran air unit, mod its attack to be splash and spawn it directly over what I want to attack then kill it to get the explosion.




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[02:58 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Moose Naw - if that is an option, it should be a global option
agreed
[02:58 pm]
Pr0nogo -- no problem
[11:47 am]
rnDPrc -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
Thank you :)
[11:28 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
SC:R still ships with all the old MPQs
[11:26 am]
Suicidal Insanity -- Otherwise it clutters up the UI and you have inconsistent names from location to location
[11:26 am]
Suicidal Insanity -- Moose
Moose shouted: Basically, anywhere that supports custom unit names should have an option to use the originals imo
Naw - if that is an option, it should be a global option
[11:10 am]
Pr0nogo -- though idk if you can extract them from scr anymore since casc took effect, so you can download them here
[11:08 am]
Pr0nogo -- rnDPrc
rnDPrc shouted: Where can I learn more about the default AI Scripts behavior? I'm having some problems here
extract the scripts using pympq and open them in pyai (using the python modding suite) and use nekron's guide as a reference
[10:57 am]
NudeRaider -- http://www.staredit.net/372001/ thou shalt not judge
[10:18 am]
rnDPrc -- I mean the Run AI Script trigger choices
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