Staredit Network > Forums > Modding Assistance > Topic: increase reaver move speed?
increase reaver move speed?
Jan 13 2021, 5:31 am
By: Starmods107  

Jan 13 2021, 5:31 am Starmods107 Post #1



How to increase reaver move speed? I looked in units.dat and firegraft but i dont see anything referring to movement speed.



None.

Jan 13 2021, 9:54 am Nekron Post #2



reaver movement speed is iscript-controlled, you will have to edit its iscript entry

Post has been edited 1 time(s), last time on Jan 13 2021, 11:35 am by Nekron.




Jan 13 2021, 11:57 pm Starmods107 Post #3



Quote from Nekron
reaver movement speed is iscript-controlled, you will have to edit its iscript entry

you mean this section?





None.

Jan 14 2021, 6:27 am IlyaSnopchenko Post #4

The Curious

Right, this is it.



Who am I, and why should I care?

Jan 14 2021, 7:09 pm Starmods107 Post #5



Quote from IlyaSnopchenko
Right, this is it.
which of all the "move" do i change to go faster?



None.

Jan 14 2021, 10:33 pm IlyaSnopchenko Post #6

The Curious

Quote from Starmods107
Quote from IlyaSnopchenko
Right, this is it.
which of all the "move" do i change to go faster?
Try adding 1 to each of the figures after "move". If the values are too far apart, the movement will probably appear jerky.



Who am I, and why should I care?

Today, 4:34 am Starmods107 Post #7



Quote from IlyaSnopchenko
Quote from Starmods107
Quote from IlyaSnopchenko
Right, this is it.
which of all the "move" do i change to go faster?
Try adding 1 to each of the figures after "move". If the values are too far apart, the movement will probably appear jerky.

This worked. I noticed others don't use the same format for example the carrier (see image below), also how to change turn speed?




None.

Today, 7:05 am IlyaSnopchenko Post #8

The Curious

Flying and hovering units (including workers, vultures and high templar) have their movement properties set in flingy.dat, so use PYDAT to alter it.




Who am I, and why should I care?

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:47 pm]
C(a)HeK -- greetings all, friends, can you check my new post? :) http://www.staredit.net/topic/18183/
[03:17 pm]
IlyaSnopchenko -- Neiv
Neiv shouted: Depending on your situation you may be able to use 18/19/20/21 to select all players in a force?
thanks! Will use the force # instead most likely, if they're in the same one
[02:26 pm]
Neiv -- Depending on your situation you may be able to use 18/19/20/21 to select all players in a force?
[02:25 pm]
Neiv -- IlyaSnopchenko
IlyaSnopchenko shouted: Anyone knows whether current player (13) is counted among allied (15) when specifying targeting flags for idle_orders in AISE?
It is not counted; the dll seems to accept a combination of multiple players there like most other extended commands, but pyai doesn't seem to allow specifying them in targeting flags
[08:55 pm]
NudeRaider -- he gets a notification when you send him a pm
[2021-1-16. : 5:08 pm]
m.0.n.3.y -- Hey @roy just sent you a pm :D
[2021-1-16. : 4:05 pm]
IlyaSnopchenko -- Here's the idea - I want to specify idle_orders for area effect spells like Psi Storm and Plague so that the computer avoids hitting its own (13) or allied (15) troops
[2021-1-16. : 4:05 pm]
IlyaSnopchenko -- Or do I need to set a dedicated condition?
[2021-1-16. : 4:04 pm]
IlyaSnopchenko -- Anyone knows whether current player (13) is counted among allied (15) when specifying targeting flags for idle_orders in AISE?
[2021-1-16. : 1:26 pm]
Oh_Man -- Zycorax
Zycorax shouted: There's a family with one or two men named Adolf around where I live. Funnily enough, the SS used their family business' offices as their HQ in town during the occupation :]
cool tale
Please log in to shout.


Members Online: Roy