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How NOT to iscript., In other words, help plz.

Pages: < 1 2 3 >
Creator: HailFire
Time: May 21 2008, 8:54 pm

Post #21     HailFire May 25 2008, 8:39 pm

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Let's see if it works when I remember to check "Battle Reactions" and "Full Auto Attack". :<_<:
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Post #22     HailFire May 25 2008, 8:48 pm

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Suffice to say that it isn't working.

That is, in the latest test, when I lured an enemy drone in and told the command center to attack it, the building immediately started CHASING (lolwut?) the drone back to it's base, not responding to commands, until it stopped in the middle of the enemy's base, attempted to fire, and the game crashed. :crazy:
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Post #23     IskatuMesk May 25 2008, 8:51 pm

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I think it's safe to say you have encountered a minor problem.
(user posted image)
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Post #24     A_of-s_t May 25 2008, 8:53 pm

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Change the dat edit properies to what the Protoss Photon Cannon has.
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Post #25     HailFire May 25 2008, 8:54 pm

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Quote from IskatuMesk
I think it's safe to say you have encountered a minor problem.

Well, technically, the CC did manage to get off a single pot-shot at the drone before it started moving.

Still. :help:
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Post #26     HailFire May 25 2008, 8:55 pm

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Quote from A_of-s_t
Change the dat edit properies to what the Protoss Photon Cannon has.

Uh, ok? :wtfage:

Lemme go try that.
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Post #27     A_of-s_t May 25 2008, 8:58 pm

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Copy over only the "AI Actions" tab.
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Post #28     HailFire May 25 2008, 9:15 pm

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It's working much better now, with two exeptions:

-It refuses to auto-attack.
-If the Command Center deals the finishing blow to a unit, the game crashes.
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Post #29     A_of-s_t May 25 2008, 9:21 pm

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Quote from HailFire
It's working much better now, with two exeptions:

-It refuses to auto-attack.
-If the Command Center deals the finishing blow to a unit, the game crashes.
Check its aquisition range.

It might be the CC's toidle animation. Change it to something else without a 125 wait.
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Post #30     HailFire May 26 2008, 6:36 pm

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I think hope I've got the CC fixed, but that needs moar testing.

Next: I gave the civilian the ability to build structures and repair, and made it buildable in the CC (FireGraft ftw).

There are two problems, however:

-When I click on the button to build basic buildings, the Command Center, Supply Depot, and Refinery buttons are not only greyed out (despite my owning a CC), but are unclickable and don't display text.

-When repairing, the civilain spawns a Mature Chrysalis sprite at his location.
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Post #31     A_of-s_t May 26 2008, 8:53 pm

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You need to edit the dat requirements in Firegraft. Each building has a list of opcodes that it follows. Just add this to each building that you want the civilian to be able to be built:

Code

Or
Current unit is...
Civilian


Now, go to the orders tab in the dat requirements and make sure that the repair function(s) also has (have) that.
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Post #32     HailFire May 27 2008, 4:13 pm

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The civilian can build now (and could repair), but I still have the problem of the chrysalis sprite. One spawns under the civilian every time one would see the "spark" from an SCV's Fusion Cutter during building or repairing.

I think that giving the civ a weapon (like the fusion cutter) might resolve the problem, but I'm not sure.
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Post #33     A_of-s_t May 27 2008, 4:25 pm

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I think the game is calling a header that isnt in your script. Make sure your civilian has similar headers and scripts as the SCV.
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Post #34     ShadowFlare May 29 2008, 9:27 am

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Quote from HailFire
-If the Command Center deals the finishing blow to a unit, the game crashes.
Hmm... I've encountered the same kind of thing when attempting to give an attack to the scanner sweep...
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Post #35     ShadowFlare May 29 2008, 9:39 am

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Quote from Laser Dude
Also, to the OP, you used the attackshiftproj opcode for your attack (like the Firebat does...), I'm thinking perhaps what you needed would be attack, for your missiles, although, not being sure what attackshiftproj actually does with ranged weapons (I know it fires melee weapons at the specific distance in front of the unit...). Perhaps it tells the missile to appear in front of the unit?
Yes, it specifies how far in front it will appear and it does work for projectiles.

edit: heh, I didn't even realize I was replying to a post in the same topic; I had a tab that was already open for replying to that post.
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Post #36     A_of-s_t May 29 2008, 5:02 pm

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Make sure that your unit actually waits before moving on to the next command after the attack opcode. Say an attack takes 12 clicks to finish -- your unit should have:

Code

...
attack
wait    12
...
(user posted image)
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Post #37     HailFire May 31 2008, 8:26 pm

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Epic mod will be epic if/when I finish it. :sly:

Also, been trying to convert the Nexus (after re-imagining what I'd been working on). Protoss buildings = pain in the ass. :-_-:

I ripped off the barracks for the Working animation:

Quote
NexusIsWorking:
playfram 0
wait 3
playfram 2
wait 3
playfram 3
wait 3
playfram 4
wait 3
playfram 3
wait 3
playfram 2
wait 3
goto NexusIsWorking

The problem is, das blinkenlights won't stop blinking, even after the build order is finished/cancelled. :><:
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Post #38     A_of-s_t May 31 2008, 9:01 pm

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It supposed to go to a wait block:

Code

NexusIsWorking:
playfram 0
wait 3
playfram 2
wait 3
playfram 3
wait 3
playfram 4
wait 3
playfram 3
wait 3
playfram 2
wait 3
goto NexusLocal00


But, yeah, making protoss emulate terran buildings are a pain. Or hell, editting protoss buildings in general.
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Post #39     FlyingHat May 31 2008, 9:01 pm

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Edit: A of s t beat me to it.
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Post #40     A_of-s_t May 31 2008, 9:04 pm

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Quote from FlyingHat
Edit: Damn you A of s t.
Yea, I know. :P
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