Staredit Network > Forums > Modding Assistance > Topic: Terran Siege mode Tank Air Attack Problems
Terran Siege mode Tank Air Attack Problems
Mar 30 2008, 7:20 pm
By: def__  

Mar 30 2008, 7:20 pm def__ Post #1



Hello mighty modders,

I've been around making a little terran mod to wake up my rusty fingers, i've been starting modding awhile ago when the boredom took me away from it, but now i'm once again interrested in thoses mods, so well, i was making a little mode featuring changes on ghost, marine and tank, i've been adding an air attack into the siege tank (siege mode), iscript.bin, weapons.dat and units.dat changes only.

To add the air attack i used edmund duke's article shock cannon and changed it in homing missiles, kinda like Missile Turret, with the script i've made the tank fire three missiles each attack, it's pretty with the homing missile thingy

BUT !
When the tank attacks, the missiles comes from the middle of the tank, and not at the cannon, which is, very, very ugly, i'd like to know if i can change the starting of the attack to make it look less crappier. Thanks

Also when the missiles hit the air unit, no damage is done when it should do 35x3 normal damage, why? Thanks again

(Sorry if my post is kinda messed up, english isnt my first langage)



None.

Mar 30 2008, 8:04 pm candle12345 Post #2



I'm no modder, but I can tell you now why the missiles look ugly, they spawn from the Siege tank's centre, because that is it 'origin' [aka from that point, all calculations are made] since blizz are lazy, there is no workaround. as such, you cannot make the missiles come from the cannon.

that's all I know. sorry.



None.

Mar 30 2008, 8:05 pm Polaris Post #3



Quote from def__
When the tank attacks, the missiles comes from the middle of the tank, and not at the cannon, which is, very, very ugly, i'd like to know if i can change the starting of the attack to make it look less crappier. Thanks

Also when the missiles hit the air unit, no damage is done when it should do 35x3 normal damage, why? Thanks again)
Firstly, welcome on board!

Secondly, the firing offsets are controlled in weapons.dat for that weapon. There should be something that says X offset there. Experiment with numbers in there, and hopefully you will get it to where the firing looks like it is coming out of the barrel.

And thirdly, make sure the Air flag is checked on the weapon in weapons.dat, it wont do any air damage if it isnt.


Edit: thats wrong candle, the area where it fires can be changed, via X and Y offsets in weapons.dat



If anything cool is ever going on Skype me up under the name "blarghle"

Mar 30 2008, 8:14 pm def__ Post #4



I'll give out a try, right now, i'll update after
Thanks in advance, but i remember checking that damn m*** f*** box =))

Update : Since the tank's turret can move for shooting while sieged, i wonder if it'd work everytime to place it on the cannon even with the good offset, do you have any idea about this? Thanks, i found the offset X & Y, i cannot enter negative values, why?
isnt it like on a plan ?

The Air box is checked for targets, weird.





Update : I'm gone throught this bug to try out Firegraft, which was still conceptual when i had little modding times with arsenal, it's very usefull, i have now little protoss in my terran barracks, but hell, it's not starting the production when i wanna do a dragoon of my factory, and when i want to give a nice ensare with my medic, it's aint working !!!
I think i can solve that with some iscript (logically)
But !
I have still my tank firing homing missiles by waves of 3 doing no damage when every modding thing seems made properly, the iscript is good, the air box is checked, i made it for 3 x 35 damage and it does none :(((
I think i made a little begginner mistake and i can't figure out where it is :((
Update!

Can't find out, tired, gonna sleep; hope i'll get awnsers tomorrow!
Thanks in advance, frenchy goes to bed, it's nearly 1 am here.

Post has been edited 3 time(s), last time on Mar 30 2008, 10:41 pm by def__.



None.

Mar 31 2008, 12:36 am candle12345 Post #5



Quote from Polaris
Quote from def__
When the tank attacks, the missiles comes from the middle of the tank, and not at the cannon, which is, very, very ugly, i'd like to know if i can change the starting of the attack to make it look less crappier. Thanks Also when the missiles hit the air unit, no damage is done when it should do 35x3 normal damage, why? Thanks again)
Firstly, welcome on board! Secondly, the firing offsets are controlled in weapons.dat for that weapon. There should be something that says X offset there. Experiment with numbers in there, and hopefully you will get it to where the firing looks like it is coming out of the barrel. And thirdly, make sure the Air flag is checked on the weapon in weapons.dat, it wont do any air damage if it isnt. Edit: thats wrong candle, the area where it fires can be changed, via X and Y offsets in weapons.dat

Like I said, not a modder.
Good that we can set an offset, but can we set it to change depending on where the cannon is facing? I think not =/



None.

Mar 31 2008, 2:08 am modmaster50 Post #6



Ummm...Read the description in DatEdit, candle. Its measured from the top and front of the unit. So direction does have an effect.

And, def, did you give the attack to the tank turret or the tank base? If it was the turret, the projectile should come from the turret.



None.

Mar 31 2008, 4:39 pm def__ Post #7



Quote from modmaster50
Ummm...Read the description in DatEdit, candle. Its measured from the top and front of the unit. So direction does have an effect.

And, def, did you give the attack to the tank turret or the tank base? If it was the turret, the projectile should come from the turret.

Yes, i gave the attack and iscript changes for the tank turret, not the base.
Weirdly, i can't start spells that we'rent in default on my units, i mean, i made so you can train medic only at Command Center, when i click the medic button, nothing happens, helppp :((



None.

Mar 31 2008, 5:04 pm FlyingHat Post #8



Quote from candle12345
Quote from Polaris
Quote from def__
When the tank attacks, the missiles comes from the middle of the tank, and not at the cannon, which is, very, very ugly, i'd like to know if i can change the starting of the attack to make it look less crappier. Thanks Also when the missiles hit the air unit, no damage is done when it should do 35x3 normal damage, why? Thanks again)
Firstly, welcome on board! Secondly, the firing offsets are controlled in weapons.dat for that weapon. There should be something that says X offset there. Experiment with numbers in there, and hopefully you will get it to where the firing looks like it is coming out of the barrel. And thirdly, make sure the Air flag is checked on the weapon in weapons.dat, it wont do any air damage if it isnt. Edit: thats wrong candle, the area where it fires can be changed, via X and Y offsets in weapons.dat

Like I said, not a modder.
Good that we can set an offset, but can we set it to change depending on where the cannon is facing? I think not =/
Candle if you don't mod, don't try to help new modders.



None.

Mar 31 2008, 5:05 pm Fyrinite Post #9



Check the Dat Requirements for the unit or spell.

Make sure the Req and Act Variables are correct for the button.

Those two are most common things that would cause it not to work.



None.

Mar 31 2008, 5:11 pm def__ Post #10



I Was just fixing that, (i searched all around firegraft and found this dat requirement thingy), now all my protoss units have terran requirements, my dragoon needs da machine shop and my medic needs to be built in the command center, but, wait, once i try, with all that done, the buttons disapear :s



None.

Mar 31 2008, 5:16 pm FlyingHat Post #11



I suggest you try studying the other firegraft entries and look at how they function.
As for your homing missiles, look into their iscript entries and try looking for a domissledmg opcode. If it isn't there, add one into the missile's death animation.

Post has been edited 2 time(s), last time on Mar 31 2008, 5:37 pm by FlyingHat.



None.

Apr 1 2008, 1:14 am modmaster50 Post #12



Quote from def__
I Was just fixing that, (i searched all around firegraft and found this dat requirement thingy), now all my protoss units have terran requirements, my dragoon needs da machine shop and my medic needs to be built in the command center, but, wait, once i try, with all that done, the buttons disapear :s

Hmmm...If you provided a screenshot, we could know exactly what you did. I would recommend checking the grafting with one of a default unit.



None.

Apr 1 2008, 5:58 pm def__ Post #13



I think i'd just send the mod, if you could, please, check it with firegraft, if anything seems wrongs, or .dat/.bin files if you can.
That'd be cool from you =)

About the domissile idea, i have no idea of what you're talking about, any unit using that ice command so i can check out how it works?

Update :::
Everything works fine for the firegrafting,
My problem, was that's the first time i use it, and i discovered dat requirements seeking around for a solution, after trying to untick the "Use"' case for my dragoon, then seen it wasnt working, i've tried copying tank's requirements, and done the rest for other units and spell, but, i forgot to tick the "Use" case back after that, and i guess that's why my units disapeared, well, now it's working and my imba dragoons owns fine :))

Now i just need explanation of this domissile thingy :))
Thanks for all your suggestions.

Post has been edited 3 time(s), last time on Apr 1 2008, 7:22 pm by def__.



None.

Apr 2 2008, 1:05 am modmaster50 Post #14



domissiledmg opcode simply causes the projectile to deal its damage. A projectile iscript without this will never do any damage.



None.

Apr 2 2008, 6:33 pm def__ Post #15



I'll give a try, setting it in tank's script, but the command does the damages right after the missile touches or when the command is read by starcraft?
UPDATE ;
I've writed a script with domissile, now, when i attack air with the tank, when the missile touches, i've got a nice crash o.o
And got a weird firegraft crash to fix on upgrades, ah, easy modding...

Post has been edited 1 time(s), last time on Apr 2 2008, 6:57 pm by def__.



None.

Apr 2 2008, 6:43 pm A_of-s_t Post #16

aka idmontie

When the missile gets to its target, it reads the death animation, which is where the domissledmg opcode is usually added to. So it does damage when it hits the target.

If your missile uses the "partially mobile, weapon" dat edit (its something like that, I don't have modding tools on this computer), and you want the missile to do damage half way to the target, then go to the missile's walikng animation and add domissiledmg in the middle of it.



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Apr 2 2008, 7:04 pm def__ Post #17



Hmm, but actually, my tank's use longbolt missiles, same graphics as the turret, and the turret, is dealing damage, i don't really get it :s



None.

Apr 2 2008, 7:10 pm A_of-s_t Post #18

aka idmontie

Make sure your TANK TURRET uses the weapon. Make sure the TANK TURRET has a "Max Hit:" of "1".



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Apr 2 2008, 7:25 pm def__ Post #19



Hahaha, Maxhit, that explains it all, well i used to read the little box at the beginning of my mod, saying it affects only staredit, i think i'm not gonna read DatEdit's helpbox anymore ^^
Thanks alot =)
Update :
Gah ! It's still not working, i was pretty sure it would, same problem, missiles doing 0 damage instead of 3x35 :(

Also, can you tell me what's wrong with this, i keep crashing when trying to upgrade with academy
http://img368.imageshack.us/img368/2988/nananafj1.jpg

Thanks in advance :)

Post has been edited 1 time(s), last time on Apr 2 2008, 7:41 pm by def__.



None.

Apr 2 2008, 7:48 pm A_of-s_t Post #20

aka idmontie

Double check the Max Hits.

Umm... either you need to make sure All races can use the upgrade or make sure the Academy's iscript is properly written.



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