[skip all navigation]

Moar modding questions

Pages: < 1 2 3 4 » 5 >
Creator: HailFire
Time: Jun 11 2008, 9:50 pm

Post #21     Symmetry Jun 13 2008, 10:35 pm

[Avatar]
offlinecontact
Rank: Veteran
Units.dat tab, supply section (near the bottom middle).

(user posted image)
Top

Post #22     HailFire Jun 13 2008, 10:37 pm

[Avatar]
offlinecontact
Rank: Regular
Aha...

Missed the "provided" section, my bad.

/brainfart

Top

Post #23     HailFire Jun 16 2008, 9:24 pm

[Avatar]
offlinecontact
Rank: Regular
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?

Top

Post #24     Symmetry Jun 16 2008, 9:32 pm

[Avatar]
offlinecontact
Rank: Veteran
Did you uncheck 'resource miner' in units.dat?

(user posted image)
Top

Post #25     HailFire Jun 16 2008, 9:35 pm

[Avatar]
offlinecontact
Rank: Regular
Quote from Killer_Kow[MM]
Did you uncheck 'resource miner' in units.dat?

...

Goddammit, how do I miss the simple things? :<_<:

Top

Post #26     HailFire Jun 16 2008, 10:20 pm

[Avatar]
offlinecontact
Rank: Regular
Well, they're no longer mining, but the game keeps crashing and I have no fucking idea why. :<_<:

Top

Post #27     Symmetry Jun 16 2008, 10:22 pm

[Avatar]
offlinecontact
Rank: Veteran
Quote from HailFire
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=540

Throw that in your mod (folder scripts\), see if that helps.

(user posted image)
Top

Post #28     HailFire Jun 16 2008, 10:36 pm

[Avatar]
offlinecontact
Rank: Regular
Quote from Killer_Kow[MM]
Quote from HailFire
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=540

Throw 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 :P ).

Top

Post #29     HailFire Jun 17 2008, 5:11 am

[Avatar]
offlinecontact
Rank: Regular
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.

Top

Post #30     Symmetry Jun 17 2008, 3:21 pm

[Avatar]
offlinecontact
Rank: Veteran
Spells that have weapons associated with them can be changed in weapons.dat, if that's what you mean.

(user posted image)
Top

Post #31     HailFire Jun 17 2008, 10:33 pm

[Avatar]
offlinecontact
Rank: Regular
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? :wtfage:

Top

Post #32     Symmetry Jun 17 2008, 11:53 pm

[Avatar]
offlinecontact
Rank: Veteran
Mind control as a weapon doesn't work. It's hardcoded.

(user posted image)
Top

Post #33     HailFire Jun 18 2008, 12:49 am

[Avatar]
offlinecontact
Rank: Regular
Quote from Killer_Kow[MM]
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.

Top

Post #34     FlyingHat Jun 18 2008, 1:31 am

[Avatar]
offlinecontact
Rank: Regular
Quote from HailFire
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.

Quote from HailFire
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.

Top

Post #35     HailFire Jun 18 2008, 1:55 am

[Avatar]
offlinecontact
Rank: Regular
Quote from FlyingHat
Quote from HailFire
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.

Quote from HailFire
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.

Sonovabitch. :<_<:

Weeeellll, there goes that idea.

At least I should be able to pull off the OTHER one. :sly:

By the way, where would I go to request modding-related files (In this case, sound) that probably don't exist yet?

Top

Post #36     FlyingHat Jun 18 2008, 4:33 am

[Avatar]
offlinecontact
Rank: Regular
Modding help would be the place to post.

Top

Post #37     HailFire Jun 18 2008, 5:23 am

[Avatar]
offlinecontact
Rank: Regular
Quote from FlyingHat
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. :<_<:
This post was edited 1 time, last edit by HailFire: Jun 18 2008, 5:33 am.

Top

Post #38     HailFire Jun 18 2008, 5:36 pm

[Avatar]
offlinecontact
Rank: Regular
'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:

Code

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;

Code

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.

Top

Post #39     Fyrinite Jun 18 2008, 6:53 pm

[Avatar]
offlinecontact
Rank: Member
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.

Top

Post #40     HailFire Jun 18 2008, 7:30 pm

[Avatar]
offlinecontact
Rank: Regular
Quote from 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. :ermm:

Top
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)


[07:19 am]
Lanthanide -- One of the developers clearly said "call of doody"
[06:56 am]
Fire_Kame -- so much
[06:56 am]
Fire_Kame -- there was so much opportunity
[06:51 am]
O)FaRTy1billion -- At the very end they talk about Call of Duty and how you have a dog, and that's about it for games
[06:50 am]
O)FaRTy1billion -- But based on that video being a thing, I'm assuming he wasn't
[06:50 am]
O)FaRTy1billion -- I don't know if he was being serious with "no mention", or exaggerating
[06:49 am]
O)FaRTy1billion -- the whole thing was talking about TV
Please log in to shout.