Its any wait block. It usually looks like this:
ZOMGIMAWAITBLOCK:
wait 125
goto ZOMGIMAWAITBLOCK
Its any wait block. It usually looks like this:
ZOMGIMAWAITBLOCK:
wait 125
goto ZOMGIMAWAITBLOCK
I already tried that (Wherein waitblock = NexusWalking)
Here's the current full Nexus iscript:
#
------------------------------------------------------
----------------------- #
# 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)
None.
Have a longer working animation
or a random jump that happens about... 196/256?
EDIT: Nvm, you cant have random jumps or waits with buildings.
It no werky.
I tried making the animation
twice as long (via copypasta); it played the animation
twice before stopping.
None.
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.
# ----------------------------------------------------------------------------- #
# 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.
Post has been edited 2 time(s), last time on May 31 2008, 10:06 pm by FlyingHat.
None.
Terran buildings usuall have overlays when they are working. It might have to do with that -- however I've never tried it before.
I'm trying to emulate the Barrack's work animation, which is frame-by-frame.
Also, I'd have to make my own overlay, which would be a hueg pain in the ass.
None.
Also, I'd have to make my own overlay, which would be a hueg pain in the ass.
Creating a new overlay is very simple, just edit a single images.dat entry and screw up some iscript.
None.
Could it have anything to do with this?
IsWorking 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?
None.
Could it have anything to do with this?
IsWorking 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.
None.
Could it have anything to do with this?
IsWorking 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
None.
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.
None.