Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Using EUDEditor, but can't get shit to work
Using EUDEditor, but can't get shit to work
Aug 1 2018, 10:31 pm
By: iDoodler  

Aug 1 2018, 10:31 pm iDoodler Post #1



Using EUDEditor trying to have protoss buildings not need psi power, and trying to make shield battery attack with psi storm. I have no idea what I'm doing wrong.



Working on my first project with it, so I probably am doing something pretty nooby.



Noob Map Maker

Aug 2 2018, 1:12 am Pr0nogo Post #2



Buildings need iscript animations to attack or cast spells, so you'll need to edit iscript.bin (no idea if it's possible with EUDs).

Not sure why 'requires psi' wouldn't free protoss buildings to be placed elsewhere. I'd make sure the units.dat file is actually being loaded/edited properly (e.g. are other units.dat changes taking into effect?) and then try changing the race of the buildings to terran as a test. Someone else will have a better solution and explanation, most likely.




Aug 2 2018, 8:45 am Wormer Post #3



I don't know how but I think buildings storm is possible. In Marine Special Forces EUD on the web it looked like some computer protoss buildings been casting storm.



Some.

Aug 3 2018, 1:20 pm iDoodler Post #4



Okay so I figured out the Psi problem, I already had the building place in the map so the changes didn't apply. Still no attack, I will say though upon further testing, if I recharge a unit it will turn the shield battery into a sprite/doodad.

Also tried giving Ultralisk the venom attack, everything works except you don't see the attack and it will also turn into a sprite upon trying to attack an air unit. Idk if there's something I need to toggle to have melee units display the graphic for an attack or if that's just a limitation.

I'm bad, send help. :hurr:



Noob Map Maker

Aug 3 2018, 1:58 pm Pr0nogo Post #5



Shield Battery could be hardcoded to not work with weapons, not sure. Sounds like it's well beyond the scope of working in remastered.

Units that don't normally have an attack animation against air units, like the ultralisk, need their iscript changed. Ultralisk's animation also uses attackmelee, which means it'll ignore projectiles. Change it to attackwith if you want it to use projectiles.




Aug 3 2018, 2:10 pm iDoodler Post #6



Where do I changed the attackmelee > attackwith?
And how do I go about changing the iscript? I see where to choose the iscript.bin control in the flingy tab.

Is there anything/anyone explaining any of this stuff or is it all trial and error and ask lot of questions? I feel annoying if I'm just constantly asking questions.



Noob Map Maker

Aug 6 2018, 1:30 am iDoodler Post #7



Did some digging saw that changing the iscript can be done by modifying the .mpq files. I assume that extends into Modding territory so wouldn't allow others to play freely without sharing the file. Is this correct?
I really just want some answers so I can find the boundaries of what can be done with EUD's.



Noob Map Maker

Aug 6 2018, 9:50 am Suicidal Insanity Post #8

I see you !

I think iscript can also be modded via EUDs. Not 100% sure.




Aug 8 2018, 1:19 am Lanthanide Post #9



Modifying iscript is not supported in SCR, yet.

EUD Editor v2 supports injecting of new iscript files for 1.16.1, but this isn't supported and doesn't work in SCR. 0xeb plans to add support for iscripting, but it's unclear to me if he's planning to support actual memory-editing of iscript data, or to support the dynamic loading of a new iscript file, or both.



None.

Aug 8 2018, 9:12 am Suicidal Insanity Post #10

I see you !

Oh ya, it only supports redirecting iscript indices and not a full on new script or something like that.




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[06:50 am]
Suicidal Insanity -- ok, nice
[03:16 am]
Corbo -- and by too I meant again xD
[03:15 am]
Corbo -- hey si, i might have something cool to show you soon too
[09:10 am]
Suicidal Insanity -- :P
[09:10 am]
Suicidal Insanity -- Not that I think that is a good idea
[09:10 am]
Suicidal Insanity -- then it is a real index
[09:10 am]
Suicidal Insanity -- jjf28
jjf28 shouted: Suicidal Insanity I can't have code saying xIndex for something that's 1-based, to me xIndex is always a 0-based array index specifically, anything else is an identifier ("Id", usually sequential) or key (hash or a fixed-byte abbreviation or something), those are my cues so I don't need to constantly refer to some documentation so I know what to code
I'm just saying have your function 'GetMapTitleStringIndex' return realValue - 1
[2019-3-18. : 1:45 am]
CaptainWill -- If anyone was considering Hypnospace Outlaw, I recommend it
[2019-3-18. : 1:41 am]
jjf28 -- I think the reason I had it so wrong was cause I could treat it as a 0-based index from section start (offsets actually start after first two bytes of numStrings) so I had my access simplified like that :P
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