Ahem...
EndofAttackSquence:
wait 1
nobrkcodeend
ignorerest
playfram 0x11
wait 1
gotorepeatattk
I did include it.
And #... is just my little comment that you can add whatever you want in between the two commands.
Waaaaiiiiit a second, I think I might know what the problem is.
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
If I'm not mistaken, this block tells it to check for AttackStyle0, with 51/255 chance of using AttackStyle0. If no, it checks for AttackStyle1 and so forth. If yes at any point along the way,
it immediately jumps to that attack's header, firing its one attack and going to endofattacksequence, where it wraps up the attack animation and signals for gotorepeatattk.Which is why it's only firing one missile.
Amirite?
None.
Yes... My version only fires one missile. That's why I gave you the .js source code so you can edit it to your own liking.
However, there is a cool idea you can do:
Have each attack loop back to the main attack loop and have a random jump in the attack loop that goes to the cool down. That way it will fire a random amount of shots. However, the unit CAN fire infinitely (theoritically).
Yes... My version only fires one missile. That's why I gave you the .js source code so you can edit it to your own liking.
However, there is a cool idea you can do:
Have each attack loop back to the main attack loop and have a random jump in the attack loop that goes to the cool down. That way it will fire a random amount of shots. However, the unit CAN fire infinitely (theoritically).
But if I can just stick additional attack commands in, doesn't it make the whole huge attack loop rather pointless?
Also, do the turn commands cause the missiles to veer off target? That was basically the whole point of this exercise: A short (but rapid) spray of missiles affecting an area around the selected target (in this case, anti-air only).
My brain hurts.
None.
Yes, the turn causes the attack to veer off. It works with halo or go to max range behavior.
Goto my .js code and just plop in another attack 1 line... its quite simple.
If you want them to go in sequence, but randomly skip each one, you could do something like this partial example:
randcondjmp 204 EndOfAttackStyle0
# code for AttackStyle0
EndOfAttackStyle0:
randcondjmp 194 EndOfAttackStyle1
# code for AttackStyle1
EndOfAttackStyle1:
randcondjmp 185 EndOfAttackStyle2
# code for AttackStyle2
EndOfAttackStyle2:
I don't really know if those are good numbers or not, I just reversed the ones above.
None.
For some odd reason, I've never thought of doing that for attacks
. Only for skipping certain animations. Nice idea.
Finally got back to working on this (no way in hell's it going to make M3): Decided I was fed up with problems I was having with dragoon .grp bugs encountered while working on the iscripting, thus undid the units.dat and iscript changes and turned my attention towards the goliath.
I then spent two minutes giving it a working spread attack.
I actually drew the technique from A_of-s_t's first post after my initial request: Before you people started burying me under mountains of (apparently unnecessary) iscript.
Apparently, half the problem was that I forgot to turn on "Attack 3x3 Area" in weapons.dat.
EDIT: Almost forgot, just one small obsticle before I can finish this unit: No matter how many missiles it spews, they only affect the selected target in the 3x3 area. Just create an iscript entry for the goliath missiles and copy/paste in the halo rocket properties?
None.
Is the weapon using the halo behavior?
Is the weapon using the halo behavior?
DatEdit -> weapons.dat -> (8) Hellfire Missile Pack (Normal) -> Graphical Properties -> Behaviour -> Attack Target 3x3 Area
If that's what you mean, then yes.
None.
I haven't seen the new dat edit, but Im pretty sure there a weapon behavior that is "halo." Then change the flingy turn radius to a really small number.
The problem isn't that the missiles aren't spreading; they're doing that just fine. Similarly, all of the missiles that hit the target are doing damage.
The problem
is that the missiles are only affecting the selected target, and don't damage other enemy air units within the 3x3 target grid, no matter how many missiles
should be damaging them.
Retroedit: The DatEdit weapon behaviour list is as follows:
-Fly and Don't Follow Target
-Fly and Follow Target
-Appear on Target Unit
-Psionic Storm
-Appear on Target Site
-Appear on Attacker
-Attack & Self Destruct
-Bounce
-Attack Target 3x3 Area
-Go to Max. Range
None.
It's working good now, thanks for the help.
None.
NEW QUESTION: I'm trying to make two goliath type units, but they have different turret graphics/attacks. Since both default goliaths use the same iscript entry, I trekked forth to duplicate the goliath and turret onto unused units in order to make a pseudo-clone of the unit for my purposes. I copy/pasted the Goliath Base's iscript over the Ultralisk and the Goliath Turret's iscript over the Corsair, edited the headers where needed in order to avoid errors (including telling the ultralisk to summon a corsair.grp overlay during init), set the corsair to be a subunit, and the ultralisk to have the corsair as a subunit in units.dat, and poked firegraft into letting me build the abomination for testing.
The game crashes when I click the 'build' button. I'm pretty sure that it has something to do with me not applying a .lo file for the unit/subunit relation, but I have NO FUCKING IDEA how to use loedit because the bare-bones readme and super-efficient design give no clue as to how to
actually use the fucking program.Also, FireGraft won't let me delete entries while modifying .dat requirements, WHAT THE SHIT.
None.
Deleting entries isn't needed for Dat Requirements. if you don't need the entry, uncheck the used checkbox. Although this does bring up a good possible feature, deleting all items at once. I'll consider it for the next version.
If you mean each individual requirement(which is an item to me), then just click open the button tab and then go back to the requirements tab and then you can magically delete them. A little unintentional bug I put in trying to make it idiot safe.
None.
Quote from name:DiscipleOfAdun
If you mean each individual requirement(which is an item to me), then just click open the button tab and then go back to the requirements tab and then you can magically delete them. A little unintentional bug I put in trying to make it idiot safe.
This. Thanks for the protip.
None.
The game crashes when I click the 'build' button. I'm pretty sure that it has something to do with me not applying a .lo file for the unit/subunit relation, but I have NO FUCKING IDEA how to use loedit because the bare-bones readme and super-efficient design give no clue as to how to actually use the fucking program.
Try editing the Ultralisk in images.dat to use the same .lol file as the Goliath base...
None.
The game crashes when I click the 'build' button. I'm pretty sure that it has something to do with me not applying a .lo file for the unit/subunit relation, but I have NO FUCKING IDEA how to use loedit because the bare-bones readme and super-efficient design give no clue as to how to actually use the fucking program.
Try editing the Ultralisk in images.dat to use the same .lol file as the Goliath base...
Told you I didn't know what the fuck I was doing.
The ultra no longer crashes when I click the button: It now crashes on init. I'm pretty sure I can puzzle tis one out, though.
EDIT: Found one of the
other reasons it was crashing (it's still crashing, though):
Ultralisk_StarEditInit:
imgol 929 0 0 # Corsair (terran\corsair.grp)
Durr hurr hurr.
EDIT 2: Winrar is me! Found the other reason it crashed: I forgot to edit corsair's init, wherein it was trying to call on (the non-existant) frameset 7.
However, even though it works now, the unit still behaves somewhat oddly: When newly constructed, the turret doesn't orient correctly with the base for a short while, and the unit will fire while moving (although I personally find this rather righteous, and may not attempt to remove this feature).
Post has been edited 4 time(s), last time on Jun 25 2008, 10:42 pm by HailFire.
None.
Yeah, I made it fire while moving too with CU's bulldog. Pretty neat. You just need a nobrkcode in the attack for the turret. Thus, while the legs move, the turret will not stop shooting.
If anything cool is ever going on Skype me up under the name "blarghle"