Staredit Network > Forums > Modding Assistance > Topic: (help pls) burrow movement KYSXD
(help pls) burrow movement KYSXD
Nov 12 2018, 7:38 pm
By: Lagi  

Nov 12 2018, 7:38 pm Lagi Post #1



I have add new upgrades.
When I hover the mouse cursor over them, SC crash to desktop (memory error).
i have a feeling that it crash when the tooltip pop-up, but maybe I'm wrong.

i use
unknown upgrades 55 & unknown upgrades 56,

in Firegraft i set the Dat requirements (copy another entry = exactly the same)
in button set, I copy other research (change condition variable and action variable to my new upgrade "unknown upgrades 55")
even in upgrades.dat I add the icon,label,cost
=========
i swap the new upgrade, with existing one, game is stable (dont crash when i hover mouse cursor over icon, even the plugin works).
=========

any idea why it crash? or what to do?

=============================

edit:
I do it again, now it wont crash, but
i can not research the upgrade. I click the upgrade button and nothing happened, it wont disappear in building.

Post has been edited 2 time(s), last time on Nov 13 2018, 4:12 pm by Lagi.



None.

Nov 12 2018, 9:03 pm Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from Lagi
I have add new upgrades.
When I hover the mouse cursor over them, SC crash to desktop (memory error).
i have a feeling that it crash when the tooltip pop-up, but maybe I'm wrong.

i use
unknown upgrades 55 & unknown upgrades 56,

in Firegraft i set the Dat requirements (copy another entry = exactly the same)
in button set, I copy other research (change condition variable and action variable to my new upgrade "unknown upgrades 55")
even in upgrades.dat I add the icon,label,cost
=========
i swap the new upgrade, with existing one, game is stable (dont crash when i hover mouse cursor over icon, even the plugin works).
=========

any idea why it crash? or what to do?

=============================

edit:
I do it again, now it wont crash, but
i can not research the upgrade. I click the upgrade button and nothing happened, it wont disappear in building.

Does it start the process of researching the upgrade and just not finish, or is does the button do nothing at all?



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Nov 12 2018, 10:34 pm Lagi Post #3



crash when hover over icon:
i think it came from .tbl editor value being different in mpq and in Firegraft (because i edit them during work)

not responding buttton:
my untidiness, i set in Fgraf one time upgrade 55, one time tech 26

=================
zergling burrow move - work with upgrade 55,
BUT
i want the icon "stop reaver" -> on attach picture "unborrow", to be disable when the research is not complete.

I cannot do it with Upgrade, because upgrade doesnt have proper condition in Firegraft (only "Upgrade at max level").
In Firegraft there is Spell Research (or Tech spell not research), but if I use tech (instead Upgrade) in GPTP plugin - zergling dont unburrow (the middle bottom icon dont work).

game_hook.cpp


=================
edit:
i use tech 26
[in firegraft] for [basic burrower] i use condition "ability is reasearched" (then stop rever / 0 )

ok, the button works well (everthing is enable/disable as per researched icons)
-----------
but
the plugin burrow movement dont work

so i think that this sentence is wrong
unit->canUseTech(TechId::UnusedTech26,unit->playerId)

will do some more testing tomorrow

Attachments:
zergling-burrow-move.jpg
Hits: 1 Size: 85.5kb

Post has been edited 1 time(s), last time on Nov 12 2018, 11:15 pm by Lagi.



None.

Nov 13 2018, 4:22 pm Lagi Post #4



Add requirement in form of technology (instead upgrade), so I can add disable label state in Firegraft.

this works

Quote
//KYSXD - Burrow movement start
void runBurrowedMovement(CUnit *unit) {
if(unit->id == UnitId::ZergZergling &&
scbw::hasTechResearched(unit->playerId, TechId::UnusedTech26) &&
//(scbw::getUpgradeLevel(unit->playerId, UpgradeId::UnusedUpgrade55)) &&
unit->playerId == *LOCAL_HUMAN_ID) {
if(unit->mainOrderId == OrderId::Burrow) {
unit->_unused_0x106 = (u8)true;
}

=========================================
new issue
require for having separate "stopReaver" order, render not-best looking end result with UI buttons:

I would like Unborrow zergling(=> "stopReaver"), to be interchangable with "burrow". No clue how to achieve that.






None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[11:39 pm]
Corbo -- I wouldn't go to say it's unbelieveable but silly it definitely is
[11:39 pm]
Corbo -- but yes, the plot is silly
[11:38 pm]
Corbo -- don't hate
[11:38 pm]
Corbo -- Salazar was great
[11:25 pm]
KrayZee -- The President of the United States only sending only 1 man equipped with a pistol to rescue his daughter? Then Leon has to deal with midget Napoleon, how can you take that seriously? :P
[11:23 pm]
KrayZee -- The plot in Resident Evil 4? It's just too silly.
[11:07 pm]
Corbo -- You don't find that believeable?
[07:38 pm]
Wing Zero -- I played 6 for a bit but wasn't too happy with it. Haven't played another one since then though.
[2019-12-14. : 8:18 am]
KrayZee -- If Resident Evil 4 is getting a remake, they better make the plot believable. Like actually send an entire team to rescue the President's daughter but the team was ambushed and all equipment were lost. Leon is the only survivor and only kept a handgun. Later he would hitchhike and get picked up. He then asked to be dropped off the nearest town.
[2019-12-14. : 4:01 am]
RIVE -- The significance is lessened by the probability of future RE titles ignoring either conclusion in favor of a rewrite anyway.
Please log in to shout.


Members Online: Roy, bghty1