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I now see what you're going at. You need to make the nexus emulate the Command Center's work animation.
The command center doesn't use regular playframs to make it seem like it's working, it uses an overlay that uses this script. Added comments and stuff. Code# ----------------------------------------------------------------------------- # # This header is used by images.dat entries: # 276 CommandCenterOverlay (terran\controlT.grp) .headerstart IsId 103 Type 24 Init CommandCenterOverlayInit Death CommandCenterOverlayDeath GndAttkInit [NONE] AirAttkInit [NONE] Unused1 [NONE] GndAttkRpt [NONE] AirAttkRpt [NONE] CastSpell [NONE] GndAttkToIdle [NONE] AirAttkToIdle [NONE] Unused2 [NONE] Walking CommandCenterOverlayDeath WalkingToIdle CommandCenterOverlayDeath SpecialState1 CommandCenterOverlayDeath SpecialState2 [NONE] AlmostBuilt [NONE] Built [NONE] Landing CommandCenterOverlayDeath LiftOff CommandCenterOverlayDeath IsWorking CommandCenterOverlayInit WorkingToIdle CommandCenterOverlayDeath WarpIn [NONE] Unused3 [NONE] StarEditInit [NONE] Disable CommandCenterOverlayDeath Burrow [NONE] .headerend # ----------------------------------------------------------------------------- # CommandCenterOverlayInit: #The overlay header playfram 0 tmprmgraphicend wait 4 tmprmgraphicstart # hides the graphic until tmprmgraphicend is used wait 1 tmprmgraphicend #reveals the graphic until tmprmgraphicstart is used wait 1 #wait one tick tmprmgraphicstart wait 1 tmprmgraphicend wait 3 tmprmgraphicstart wait 1 tmprmgraphicend wait 3 tmprmgraphicstart wait 1 tmprmgraphicend wait 4 tmprmgraphicstart wait 1 tmprmgraphicend wait 1 tmprmgraphicstart wait 1 tmprmgraphicend wait 3 tmprmgraphicstart wait 1 tmprmgraphicend wait 3 tmprmgraphicstart wait 1 tmprmgraphicend wait 4 tmprmgraphicstart wait 1 tmprmgraphicend wait 3 tmprmgraphicstart wait 1 tmprmgraphicend wait 1 tmprmgraphicstart wait 1 tmprmgraphicend wait 1 tmprmgraphicstart wait 1 goto CommandCenterOverlayInit CommandCenterOverlayDeath: wait 1 end It's very simple. Create an overlay entry in images.dat that uses the nexus graphic. Then make the nexus use the overlay in the work script. Then copy the above script's code and use it in the nexus overlay's script. Edit: I'm a bit late, lolz. This post was edited 2 times, last edit by FlyingHat: May 31 2008, 10:06 pm.
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Could it have anything to do with this?
CodeIsWorking NexusIsWorking WorkingToIdle NexusIsWorking WorkingToIdle is supposed to point to an idle script. You're basically telling it to continue the animation even when it is done with its work. Try changing NexusIsWorking back into a repeating animation and using NexusWalking for WorkingToIdle. On a related note, does the Nexus normally have the "walking" animation or did you just add that in? ![]() ![]() ![]() ![]() ![]() ![]() |
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Now I am the Master.
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Could it have anything to do with this? CodeIsWorking NexusIsWorking WorkingToIdle NexusIsWorking WorkingToIdle is supposed to point to an idle script. You're basically telling it to continue the animation even when it is done with its work. Try changing NexusIsWorking back into a repeating animation and using NexusWalking for WorkingToIdle. On a related note, does the Nexus normally have the "walking" animation or did you just add that in? Win'd. It works perfectly now, I'm amazed I overlooked that. ![]() ![]() ![]() ![]() ![]() ![]() |
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Now I am the Master.
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Could it have anything to do with this? CodeIsWorking NexusIsWorking WorkingToIdle NexusIsWorking WorkingToIdle is supposed to point to an idle script. You're basically telling it to continue the animation even when it is done with its work. Try changing NexusIsWorking back into a repeating animation and using NexusWalking for WorkingToIdle. On a related note, does the Nexus normally have the "walking" animation or did you just add that in? Win'd. It works perfectly now, I'm amazed I overlooked that. Also, the "Walking" is artifical. It's what the CC had, and it's not like the nexus is going anywhere. EDIT: Wow, I managed to hit quote instead of edit. /fail ![]() ![]() ![]() ![]() ![]() ![]() |
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For future reference, you can have a label in the code that is only referenced from the code and not the header. This is where those "Local" labels come from -- because they aren't referenced in the header, the decompiler doesn't know what to call them (but you can call them what you want in your own code). The labels referenced in the header are only for parts of the animation where SC needs to know where they start.
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i luved the design of ML.... the nice blue and epic new picture at the top left each month (?)