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He's in ur base, killin' ur d00dz.
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I already tried that (Wherein waitblock = NexusWalking) Here's the current full Nexus iscript: Code# ------------------------------------------------------ ----------------------- # # This header is used by images.dat entries: # 179 Nexus (protoss\nexus.grp) .headerstart IsId 177 Type 21 Init NexusInit Death NexusDeath GndAttkInit [NONE] AirAttkInit [NONE] Unused1 [NONE] GndAttkRpt [NONE] AirAttkRpt [NONE] CastSpell [NONE] GndAttkToIdle [NONE] AirAttkToIdle [NONE] Unused2 [NONE] Walking NexusWalking WalkingToIdle [NONE] SpecialState1 [NONE] SpecialState2 [NONE] AlmostBuilt [NONE] Built NexusBuilt Landing [NONE] LiftOff [NONE] IsWorking NexusIsWorking WorkingToIdle NexusIsWorking WarpIn NexusWarpIn .headerend # ------------------------------------------------------ ----------------------- # NexusWalking: wait 125 goto NexusWalking NexusInit: playfram 0 goto NexusWalking 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 NexusWalking NexusDeath: playsnd 7 # Misc\ExploLrg.wav imgol 215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp) wait 3 lowsprul 224 0 0 # ProtossBuildingRubbleLarge (thingy\PRubbleL.grp) wait 1 end NexusBuilt: goto NexusWalking NexusWarpIn: imgol 180 0 0 # NexusWarpFlash goto NexusWalking EDIT: With the above iscript, the Nexus only plays the working animation once, then stops. (it plays it again when the build order stops/cancels) ![]() ![]() ![]() ![]() ![]() ![]() |
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Master of Temptation, Ruler of Aeronotics, and Secret Lover
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Have a longer working animation
EDIT: Nvm, you cant have random jumps or waits with buildings. ![]() ![]() ![]() ![]() ![]() ![]() From silent:
"lolol First of all wikipedia is flawed because anyone can come into it and post anything. About criticism.. no. You can't just change the definition of a word and expect everyone to bow down in awe. I am using macro evolution as an identifier between changing from one kind to another kind. I.E. bananas turning into flies. So if you want to argue about this then your argueing about the definition of a word.. Not the theory itself. If you want I can use false evolution, or neverbeenseenbefore evolution instead of macro. Its up to you" This is stupidity. Please look at it very closely -- notice that almost every logical fallacy is used in it. |
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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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Master of Temptation, Ruler of Aeronotics, and Secret Lover
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Terran buildings usuall have overlays when they are working. It might have to do with that -- however I've never tried it before.
![]() ![]() ![]() ![]() ![]() ![]() From silent:
"lolol First of all wikipedia is flawed because anyone can come into it and post anything. About criticism.. no. You can't just change the definition of a word and expect everyone to bow down in awe. I am using macro evolution as an identifier between changing from one kind to another kind. I.E. bananas turning into flies. So if you want to argue about this then your argueing about the definition of a word.. Not the theory itself. If you want I can use false evolution, or neverbeenseenbefore evolution instead of macro. Its up to you" This is stupidity. Please look at it very closely -- notice that almost every logical fallacy is used in it. |
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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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He's in ur base, killin' ur d00dz.
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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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He's in ur base, killin' ur d00dz.
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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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