Don't stop till you get enough
So, I've been trying to do this for the last.. hour? or so, and I'm tired :\ I've tried editing the iscript to add a Burrow and Unburrow thing for the unit that I'd like to burrow, but when I do that, it immediately crashes SC. Can someone help me out here?
Well I am far from a modder but I will give it a shot. I remember quite some time ago when I was trying to be a modder, epic fail, I remember someone telling me something along the lines of "You can't make things do things they can"t do"... Yeah thats a pretty loose interpretation of what he/she said, but it goes like this. I wanted to make all of the Terran buildings able to lift off. He/She said thats why my game was crashing. I don't know if this holds true, but the last time I checked, no Terran unit that I have ever seen can burrow. Try it for a Zerg unit and change the image of it? [/UselessInformation]
None.
Don't stop till you get enough
I made it consume stuff and cast psionic storm. What's so special about burrow? -.-
Burrow isn't just an ability; it's also a state. You need Burrow, Unburrow, and SpecialState2 animations--the last one is what's used when it's burrowed. I believe if you put in all of those, set the iscript type to the appropriate number, give the unit the "burrowable" property in DatEdit, and give it the buttons, it should work. Unless there's something else special I don't know about.
None.
Don't stop till you get enough
I've modified it considerably more, and at this point the ghost turns to attempt to burrow, then crashes. Yes, I've modified the grp to contain the burrowing animations. I duplicated the hydralisk's .log file and modified it to match up with the ghost's frames and added it to the mpq. I made the ghost burrowable. I made all the requirements edits. I added Burrow and Unburrow to the ghost's iscript. What am I missing?
Or is it impossible to make units that can't burrow burrow?
PyMS and ProTRG developer
But did you ad SpecialState2 to the ghosts iscript? Also maybe attach the mod and paste the iscript for the ghost so we can get a better look at whats going on.
Don't stop till you get enough
But did you ad SpecialState2 to the ghosts iscript? Also maybe attach the mod and paste the iscript for the ghost so we can get a better look at whats going on.
No, I didn't. I modeled the ghost's after the other zerg units, and I didn't see any special state on them.
Here's the script for my ghost:
# 228 Ghost (terran\ghost.grp)
.headerstart
IsId 70
Type 26
Init GhostInit
Death GhostDeath
GndAttkInit GhostGndAttkInit
AirAttkInit GhostGndAttkInit
SpAbility1 [NONE]
GndAttkRpt GhostGndAttkRpt
AirAttkRpt GhostGndAttkRpt
SpAbility2 GhostSpAbility2
GndAttkToIdle GhostGndAttkToIdle
AirAttkToIdle GhostGndAttkToIdle
SpAbility3 [NONE]
Walking GhostWalking
Other GhostOther
BurrowInit GhostBurrowInit
ConstrctHarvst [NONE]
IsWorking [NONE]
Landing [NONE]
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 [NONE]
Unknown20 [NONE]
Unknown21 [NONE]
Unknown22 [NONE]
Unknown23 [NONE]
Unknown24 [NONE]
Burrow GhostBurrow
UnBurrow GhostUnBurrow
Unknown27 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
GhostInit:
imgul 229 0 0 # GhostShad (terran\tghShad.grp)
GhostOther:
playfram 0x33 # frame set 3
local09:
waitrand 63 75
randcondjmp 25 local05
randcondjmp 128 local08
goto local09
local05:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
randcondjmp 192 local06
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
wait 6
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
wait 6
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
goto local07
local08:
playfram 0x44 # frame set 4
wait 1
playfram 0x55 # frame set 5
wait 1
turnrand 3
wait 1
playfram 0x44 # frame set 4
wait 1
goto GhostOther
local06:
wait 13
local07:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto GhostOther
GhostDeath:
playsnd 238 # Terran\GHOST\TGhDth00.wav
playframno 0
playfram 0xdd # frame set 13
wait 2
playfram 0xde # frame set 13
wait 2
playfram 0xdf # frame set 13
wait 2
playfram 0xe0 # frame set 13
wait 2
playfram 0xe1 # frame set 13
wait 2
playfram 0xe2 # frame set 13
wait 2
playfram 0xe3 # frame set 13
wait 2
playfram 0xe4 # frame set 13
wait 2
sprul11 230 0 0 # GhostDeath (terran\tghDeath.grp)
wait 1
end
GhostGndAttkInit:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
GhostGndAttkRpt:
wait 1
nobrkcodestart
playsnd 98 # Bullet\TGhFir00.wav
attack
playfram 0xcc # frame set 12
wait 1
playfram 0x22 # frame set 2
nobrkcodeend
gotorepeatattk
ignorerest
GhostGndAttkToIdle:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto GhostOther
GhostSpAbility2:
nobrkcodestart
wait 1
castspell
playfram 0xcc # frame set 12
wait 2
playfram 0x22 # frame set 2
nobrkcodeend
gotorepeatattk
sigorder 2
goto GhostGndAttkToIdle
GhostWalking:
move 4
wait 1
playfram 0x44 # frame set 4
move 4
wait 1
playfram 0x55 # frame set 5
move 4
wait 1
playfram 0x66 # frame set 6
move 4
wait 1
playfram 0x77 # frame set 7
move 4
wait 1
playfram 0x88 # frame set 8
move 4
wait 1
playfram 0x99 # frame set 9
move 4
wait 1
playfram 0xaa # frame set 10
move 4
wait 1
playfram 0xbb # frame set 11
move 4
wait 1
playfram 0x33 # frame set 3
goto GhostWalking
GhostBurrowInit:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
goto local10
local10:
wait 125
goto local10
GhostBurrow:
imgol 423 0 0 # Unknown423 (thingy\bDust.grp)
playfram 0xe5 # frame set 13
wait 1
playfram 0xf6 # frame set 14
wait 1
playfram 0x107 # frame set 15
wait 1
playfram 0x118 # frame set 16
wait 1
playfram 0x129 # frame set 17
wait 1
sigorder 4
goto local10
GhostUnBurrow:
waitrand 1 5
imgul 423 0 0 # Unknown423 (thingy\bDust.grp)
playfram 0x118 # frame set 16
wait 1
playfram 0x107 # frame set 15
wait 1
playfram 0xf6 # frame set 14
wait 1
playfram 0xe5 # frame set 13
wait 1
sigorder 4
goto GhostOther
And here's the script for a hydralisk (the burrower I modeled it after):
# 029 Hydralisk (zerg\hydra.grp)
.headerstart
IsId 18
Type 26
Init HydraliskInit
Death HydraliskDeath
GndAttkInit HydraliskGndAttkInit
AirAttkInit HydraliskGndAttkInit
SpAbility1 [NONE]
GndAttkRpt HydraliskGndAttkRpt
AirAttkRpt HydraliskGndAttkRpt
SpAbility2 [NONE]
GndAttkToIdle HydraliskGndAttkToIdle
AirAttkToIdle HydraliskGndAttkToIdle
SpAbility3 [NONE]
Walking HydraliskWalking
Other HydraliskOther
BurrowInit [NONE]
ConstrctHarvst HydraliskConstrctHarvst
IsWorking [NONE]
Landing [NONE]
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 [NONE]
Unknown20 [NONE]
Unknown21 [NONE]
Unknown22 [NONE]
Unknown23 [NONE]
Unknown24 [NONE]
Burrow HydraliskBurrow
UnBurrow HydraliskUnBurrow
Unknown27 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
HydraliskInit:
imgul 30 0 0 # HydraliskShad (zerg\zhyShad.grp)
HydraliskOther:
playfram 0x55 # frame set 5
local03:
waitrand 63 75
randcondjmp 25 local00
randcondjmp 128 local01
goto local03
local00:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 25
playfram 0x22 # frame set 2
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto HydraliskOther
local01:
randcondjmp 128 local02
playfram 0x66 # frame set 6
wait 1
turnccwise 1
playfram 0x77 # frame set 7
wait 1
turnccwise 1
playfram 0x88 # frame set 8
wait 1
turnccwise 1
playfram 0x99 # frame set 9
wait 1
turnccwise 1
playfram 0xaa # frame set 10
wait 1
turnccwise 1
playfram 0xbb # frame set 11
wait 1
turnccwise 1
goto HydraliskOther
local02:
playfram 0x66 # frame set 6
wait 1
turncwise 1
playfram 0x77 # frame set 7
wait 1
turncwise 1
playfram 0x88 # frame set 8
wait 1
turncwise 1
playfram 0x99 # frame set 9
wait 1
turncwise 1
playfram 0xaa # frame set 10
wait 1
turncwise 1
playfram 0xbb # frame set 11
wait 1
turncwise 1
goto HydraliskOther
HydraliskDeath:
playsnd 867 # Zerg\Hydra\ZHyDth00.WAV
playframno 0
playfram 0xcc # frame set 12
wait 2
playfram 0xcd # frame set 12
wait 2
playfram 0xce # frame set 12
wait 2
playfram 0xcf # frame set 12
wait 2
playfram 0xd0 # frame set 12
wait 2
playfram 0xd1 # frame set 12
wait 2
playfram 0xd2 # frame set 12
wait 2
playfram 0xd3 # frame set 12
wait 2
sprul11 147 0 0 # HydraliskDeath (zerg\zhyDeath.grp)
wait 1
end
HydraliskGndAttkInit:
playfram 0x00 # frame set 0
wait 1
nobrkcodestart
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
HydraliskGndAttkRpt:
wait 1
playfram 0x44 # frame set 4
playsnd 64 # Bullet\SpoogHit.wav
sprol15 332 0 # NeedleSpines (thingy\spooge.grp)
attack
wait 1
playfram 0x33 # frame set 3
wait 1
nobrkcodeend
gotorepeatattk
ignorerest
HydraliskGndAttkToIdle:
playfram 0x22 # frame set 2
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto HydraliskOther
HydraliskWalking:
move 2
wait 1
playfram 0x66 # frame set 6
move 2
wait 1
playfram 0x77 # frame set 7
move 2
wait 1
playfram 0x88 # frame set 8
move 6
wait 1
playfram 0x99 # frame set 9
move 6
wait 1
playfram 0xaa # frame set 10
move 6
wait 1
playfram 0xbb # frame set 11
move 2
wait 1
playfram 0x55 # frame set 5
goto HydraliskWalking
HydraliskConstrctHarvst:
playfram 0x118 # frame set 16
goto local04
local04:
wait 125
goto local04
HydraliskBurrow:
imgol 423 0 0 # Unknown423 (thingy\bDust.grp)
playfram 0xd4 # frame set 12
wait 1
playfram 0xe5 # frame set 13
wait 1
playfram 0xf6 # frame set 14
wait 1
playfram 0x107 # frame set 15
wait 1
playfram 0x118 # frame set 16
wait 1
sigorder 4
goto local04
HydraliskUnBurrow:
waitrand 1 5
imgul 423 0 0 # Unknown423 (thingy\bDust.grp)
playfram 0x107 # frame set 15
wait 1
playfram 0xf6 # frame set 14
wait 1
playfram 0xe5 # frame set 13
wait 1
playfram 0xd4 # frame set 12
wait 1
sigorder 4
goto HydraliskOther
I don't see the difference?
The problem could be the IceCC version you are using (sort of). The old version has some animations that are mislabeled, for example, so you may be editing the wrong ones.
I have an updated version with most unknowns figured out on my web site at
http://sfsrealm.hopto.org/dwnload.html#IceCC
None.
Don't stop till you get enough
The problem could be the IceCC version you are using (sort of). The old version has some animations that are mislabeled, for example, so you may be editing the wrong ones.
I have an updated version with most unknowns figured out on my web site at
http://sfsrealm.hopto.org/dwnload.html#IceCC Alright, thank you. I'll try this.