Moar modding questions
Post #41 Fyrinite Jun 18 2008, 7:40 pm
Post #43 Fyrinite Jun 18 2008, 8:29 pm
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Hehe, I meant in the tree view search, where the first is permanent cloak, second is cloaking nearby units. But you found it, so sounds nice.
There is a couple of things in SC modding that are hardcoded like that. Most of them, if it is something easy to change in the exe, have an exe edit to mess with them. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #45
HailFire
Jun 18 2008, 8:51 pm
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Alright, turns out there ARE a couple bugs.
First, it won't decloak until it runs out of energy. Not really a problem (it's going to die anyway), but annoying. Second, since I haven't firegrafted the new unit or research to their structures yet, I've been using cheats to test so as to not spend 20 minutes each time teching. Unfortunately, whenever I'm NOT using 'the gathering', they take well over the listed 25 energy to cloak (I haven't actually tested to see how much it takes, if they can even naturally cloak at all). ![]() ![]() ![]() ![]() ![]() ![]() |
Post #47
HailFire
Jun 19 2008, 6:38 am
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Spread attacks. One unit will- via iscript, to my knowledge- send out a barrage of attacks covering a wide area in a very short time frame.
How would I pull something like this off? What I'm looking for: -a spray of missiles firing into random points in the radius around the target -an attack similar to the lurker's line splash attack, but with lasers- preferably, doubled to correspond with the goliath's twin guns Also, does anyone have a shadow for Syphon's Terminator .grp? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #49
Fisty
Jun 19 2008, 5:45 pm
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Turnrand command to the rescue (See the Iscript opcodes quote at the bottom of the post)! Not to forget the Goto Max Range Behavior in datedit.
(If you don't want the heavy "Bias" to turn clockwise I could show you a more complex and...time consuming way.) And, about the lurker-style attack. You need to go into the actual GRP's Iscript and tell it to domissiledmg every 2 units of time, as well as, again setting. You can take a look at my shotgun laser Iscript if you need to, as it will be supplied below. This post was edited 1 time, last edit by Deathman101: Jun 19 2008, 5:57 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #50
A_of-s_t
Jun 19 2008, 5:49 pm
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Rank: Elite
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Using turnrand is a ridiculous way -- mainly because its annoying having the unit turn back to its original position. And don't you dare say, "Who cares?" because that's the worst thing to think.
Just use a list of random jumps and have each on turn and turn back a certain amount. Now, if you are going to use turnrand, you need a list of curdirectcondjmp's to make it face the proper way after the attack. |
Post #54
A_of-s_t
Jun 19 2008, 6:16 pm
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Rank: Elite
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Here's the code you want:
CodeRptAttack: playfram 0x00 wait 1 nobrkcodestart randcondjmp 51 AttackStyle0 randcondjmp 61 AttackStyle1 randcondjmp 70 AttackStyle2 randcondjmp 80 AttackStyle3 randcondjmp 90 AttackStyle4 randcondjmp 100 AttackStyle5 randcondjmp 109 AttackStyle6 randcondjmp 119 AttackStyle7 randcondjmp 129 AttackStyle8 randcondjmp 139 AttackStyle9 randcondjmp 148 AttackStyle10 randcondjmp 158 AttackStyle11 randcondjmp 168 AttackStyle12 randcondjmp 177 AttackStyle13 randcondjmp 187 AttackStyle14 randcondjmp 197 AttackStyle15 randcondjmp 207 AttackStyle16 randcondjmp 216 AttackStyle17 randcondjmp 226 AttackStyle18 randcondjmp 236 AttackStyle19 randcondjmp 246 AttackStyle20 randcondjmp 255 AttackStyle21 EndofAttackSquence: wait 1 nobrkcodeend ignorerest playfram 0x11 wait 1 gotorepeatattk AttackStyle0: turncwise 0 attackwith 1 turnccwise 0 goto EndofAttackSequence AttackStyle1: turnccwise 0 attackwith 1 turncwise 0 goto EndofAttackSequence AttackStyle2: turncwise 1 attackwith 1 turnccwise 1 goto EndofAttackSequence AttackStyle3: turnccwise 1 attackwith 1 turncwise 1 goto EndofAttackSequence AttackStyle4: turncwise 2 attackwith 1 turnccwise 2 goto EndofAttackSequence AttackStyle5: turnccwise 2 attackwith 1 turncwise 2 goto EndofAttackSequence AttackStyle6: turncwise 3 attackwith 1 turnccwise 3 goto EndofAttackSequence AttackStyle7: turnccwise 3 attackwith 1 turncwise 3 goto EndofAttackSequence AttackStyle8: turncwise 4 attackwith 1 turnccwise 4 goto EndofAttackSequence AttackStyle9: turnccwise 4 attackwith 1 turncwise 4 goto EndofAttackSequence AttackStyle10: turncwise 0 attackwith 2 turnccwise 0 goto EndofAttackSequence AttackStyle11: turnccwise 0 attackwith 2 turncwise 0 goto EndofAttackSequence AttackStyle12: turncwise 1 attackwith 2 turnccwise 1 goto EndofAttackSequence AttackStyle13: turnccwise 1 attackwith 2 turncwise 1 goto EndofAttackSequence AttackStyle14: turncwise 2 attackwith 2 turnccwise 2 goto EndofAttackSequence AttackStyle15: turnccwise 2 attackwith 2 turncwise 2 goto EndofAttackSequence AttackStyle16: turncwise 3 attackwith 2 turnccwise 3 goto EndofAttackSequence AttackStyle17: turnccwise 3 attackwith 2 turncwise 3 goto EndofAttackSequence AttackStyle18: turncwise 4 attackwith 2 turnccwise 4 goto EndofAttackSequence AttackStyle19: turnccwise 4 attackwith 2 turncwise 4 goto EndofAttackSequence And attackstyle20 and 21 are your "critical hit" attacks if you want to use those . I would use the Useweapon <#> command in those.I'll upload some of my soure code from Disunion later |
Post #55
O)FaRTy1billion
Jun 19 2008, 7:20 pm
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.rapsdleF
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Coderandcondjmp 255 AttackStyle21 Is that really necessary? I just did an unconditional jump for the last one. ![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
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Post #58
HailFire
Jun 19 2008, 11:31 pm
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Oooookaaaaay, buggy script?
Here's the current iscript: CodeDragoonGndAttkInit: playfram 0x110 # frame set 16 wait 1 playfram 0x121 # frame set 17 wait 1 playfram 0x132 # frame set 18 wait 1 playfram 0x143 # frame set 19 wait 1 playfram 0x154 # frame set 20 wait 1 playfram 0x165 # frame set 21 wait 1 DragoonGndAttkRpt: wait 1 nobrkcodestart randcondjmp 51 AttackStyle0 randcondjmp 61 AttackStyle1 randcondjmp 70 AttackStyle2 randcondjmp 80 AttackStyle3 randcondjmp 90 AttackStyle4 randcondjmp 100 AttackStyle5 randcondjmp 109 AttackStyle6 randcondjmp 119 AttackStyle7 randcondjmp 129 AttackStyle8 randcondjmp 139 AttackStyle9 randcondjmp 148 AttackStyle10 randcondjmp 158 AttackStyle11 randcondjmp 168 AttackStyle12 randcondjmp 177 AttackStyle13 randcondjmp 187 AttackStyle14 randcondjmp 197 AttackStyle15 randcondjmp 207 AttackStyle16 randcondjmp 216 AttackStyle17 randcondjmp 226 AttackStyle18 randcondjmp 236 AttackStyle19 AttackStyle0: turncwise 0 attack turnccwise 0 goto EndofAttackSequence AttackStyle1: turnccwise 0 attack turncwise 0 goto EndofAttackSequence AttackStyle2: turncwise 1 attack turnccwise 1 goto EndofAttackSequence AttackStyle3: turnccwise 1 attack turncwise 1 goto EndofAttackSequence AttackStyle4: turncwise 2 attack turnccwise 2 goto EndofAttackSequence AttackStyle5: turnccwise 2 attack turncwise 2 goto EndofAttackSequence AttackStyle6: turncwise 3 attack turnccwise 3 goto EndofAttackSequence AttackStyle7: turnccwise 3 attack turncwise 3 goto EndofAttackSequence AttackStyle8: turncwise 4 attack turnccwise 4 goto EndofAttackSequence AttackStyle9: turnccwise 4 attack turncwise 4 goto EndofAttackSequence AttackStyle10: turncwise 0 attack turnccwise 0 goto EndofAttackSequence AttackStyle11: turnccwise 0 attack turncwise 0 goto EndofAttackSequence AttackStyle12: turncwise 1 attack turnccwise 1 goto EndofAttackSequence AttackStyle13: turnccwise 1 attack turncwise 1 goto EndofAttackSequence AttackStyle14: turncwise 2 attack turnccwise 2 goto EndofAttackSequence AttackStyle15: turnccwise 2 attack turncwise 2 goto EndofAttackSequence AttackStyle16: turncwise 3 attack turnccwise 3 goto EndofAttackSequence AttackStyle17: turnccwise 3 attack turncwise 3 goto EndofAttackSequence AttackStyle18: turncwise 4 attack turnccwise 4 goto EndofAttackSequence AttackStyle19: turnccwise 4 attack turncwise 4 goto EndofAttackSequence EndofAttackSequence: wait 1 playfram 0x154 # frame set 20 wait 1 playfram 0x143 # frame set 19 wait 1 playfram 0x132 # frame set 18 wait 1 playfram 0x121 # frame set 17 wait 1 playfram 0x110 # frame set 16 nobrkcodeend goto DragoonWalkingToIdle This is after I removed the playfram 0x00 at the beginning that was screwing up the goon's attack animation, and squeezed in a nobrkcodeend so that it wouldn't freeze after attacking (like the firebat near the beginning of the thread). At the moment, it fires one missile and stops, with no special effects whatsoever. It remains "Attacking" with the highlighted button, but doesn't do anything after the single attack. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #59
A_of-s_t
Jun 19 2008, 11:38 pm
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Rank: Elite
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You keep forgetting that you need:
Codeignorerest #... gotorepeatattk So... CodeEndofAttackSequence: wait 1 playfram 0x154 # frame set 20 wait 1 playfram 0x143 # frame set 19 wait 1 playfram 0x132 # frame set 18 wait 1 playfram 0x121 # frame set 17 wait 1 playfram 0x110 # frame set 16 nobrkcodeend ignorerest #... gotorepeatattk |
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