Units.dat tab, supply section (near the bottom middle).
Aha...
Missed the "provided" section, my bad.
/brainfart
None.
Ran into a small bug: I disabled mining options for Protoss Probes (Removed the "Gather" and "Return" buttons, and specified all of the Harvest options in dat requirements -> orders to only apply to SCVs and Drones).
However, the computer player will still attempt to mine, and promptly crash the game. What did I forget to edit?
None.
Did you uncheck 'resource miner' in units.dat?
Quote from name:Killer_Kow
Did you uncheck 'resource miner' in units.dat?
...
Goddammit, how
do I miss the simple things?
None.
Well, they're no longer mining, but the game keeps crashing and I have no fucking idea why.
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Well, they're no longer mining, but the game keeps crashing and I have no fucking idea why.
http://www.staredit.net/maplantis/index.php?sid=b75f8d3372;mod=540Throw that in your mod (folder scripts\), see if that helps.
Thanks for the protip, it's working fine now (and I'm too lazy to make a custom AI anyway
).
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I may have already known the answer to this and forgot on account of
me being a dumbass it being after midnight and I'm tired, but I'd like some confirmation: How do you edit spells?
For example, I'm planning to make a unit with a sort of "Suicide Mind Control" that only works on vehicles; the unit jacks the ride and becomes the new pilot.
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Spells that have weapons associated with them can be changed in weapons.dat, if that's what you mean.
Yeeeaaaah, something like that.
Basically, I want an Infested Terran to cast Mind Control when it explodes, and (preferably) to only target mechanical units.
So far, I've tried: Going into weapons.dat and changing suicide (infested terran) to have an explosion of Mind Control (Result: When the inf. terran attack an enemy unit, game crashes with an error of CBullet: Damage)
And: Going into units.dat and changing the infested terran's attack to Mind Control (as weapon) (Result: Same as above)
Am I doing it wrong/is there a way to iscript it in
/ the cake is a lie?
None.
Mind control as a weapon doesn't work. It's hardcoded.
Quote from name:Killer_Kow
Mind control as a weapon doesn't work. It's hardcoded.
Is there any way I could associate the spell with an attack?
If nothing else, I could probably make the unit a spellcaster, give it full energy and MC, make
MC a spell that costs all energy, and have the unit die when it hits 0 energy, ala broodlings.
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Is there any way I could associate the spell with an attack?
This works with a few spells. You plop on the
useweapon opcode in the weapon's iscript.
If nothing else, I could probably make the unit a spellcaster, give it full energy and MC, make
MC a spell that costs all energy, and have the unit die when it hits 0 energy, ala broodlings.
MC can only be cast by the DA and screwing around with the death at 0 energy stuff will get you into incredibly deep hardcoded shit resulting in a crash 4269713% of the time.
In other words, it's very impossible.
I'm still learning a lot of stuff, so most likely I might have missed some stuff.
None.
Is there any way I could associate the spell with an attack?
This works with a few spells. You plop on the
useweapon opcode in the weapon's iscript.
If nothing else, I could probably make the unit a spellcaster, give it full energy and MC, make
MC a spell that costs all energy, and have the unit die when it hits 0 energy, ala broodlings.
MC can only be cast by the DA and screwing around with the death at 0 energy stuff will get you into incredibly deep hardcoded shit resulting in a crash 4269713% of the time.
In other words, it's very impossible.
I'm still learning a lot of stuff, so most likely I might have missed some stuff.
Sonova
bitch.
Weeeellll, there goes that idea.
At least I should be able to pull off the OTHER one.
By the way, where would I go to request modding-related files (In this case, sound) that probably don't exist yet?
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Modding help would be the place to post.
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Modding help would be the place to post.
Whatta coincidence.
Request (especially aimed at those affiliated with the Dune project, before it went under, as you probably know better how to aquire it): Ordos Sabotuer (and possibly Engineer) voices from Dune 2000.
Edit: FUCK YES POSITIVE MINERALS. Really, it's about damn time.
Post has been edited 1 time(s), last time on Jun 18 2008, 5:33 am by HailFire.
None.
'Nother question: I've been trying to make the infested terran (using it for a different purpose now) cloak. I Firegrafted on both buttons (cloak and decloak), changed the dat requirements for personell cloaking to include the infested terran, and made it a spellcaster in datedit.
Everything seems to be in order exept that it won't cloak (the button doesn't respond). I'm pretty sure this is an iscript issue, and thus looked at he ghost, where two snippets of iscript caught my eye:
GhostCastSpell:
nobrkcodestart
wait 1
playsnd 240 # Terran\GHOST\TGhLkd00.wav
castspell
playfram 0xcc # frame set 12
wait 2
playfram 0x22 # frame set 2
nobrkcodeend
gotorepeatattk
sigorder 2
goto GhostGndAttkToIdle
I'm pretty sure that has to do with Lockdown, and;
GhostSpecialState1:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
goto GhostLocal05
Not sure what this does, but it doesn't look like anything special. Additionally, the wraith (which also cloaks) doesn't have these.
Plz halp.
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It's not iscript, it's some exe edits in FG. Since they should all be linked together(if the checkbox is checked), find one of the tech you need and enable it.
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Quote from name:DiscipleOfAdun
It's not iscript, it's some exe edits in FG. Since they should all be linked together(if the checkbox is checked), find one of the tech you need and enable it.
I don't quite follow, here.
None.