Staredit Network > Forums > Modding Assistance > Topic: Just some questions
Just some questions
Sep 12 2007, 10:50 pm
By: who  

Sep 12 2007, 10:50 pm who Post #1



I was looking at the Ultimate Doom iscript for Glave Wurm, and it appears he used an opcode called "_04", which seems to control how much it swerves (the Glave Wurm spins from left to right in the mod), but a similar opcode doesn't seem to be there in the newer versions of IceCC.

Does anyone know exactly what it does, and if so, is there an equivalent for IceCC 1.3? I can't find it in the opcode list.



None.

Sep 12 2007, 11:19 pm Symmetry Post #2

Dungeon Master

Setvertpos, I believe. It sets the vertical position of the sprite.



:voy: :jaff: :voy: :jaff:

Sep 13 2007, 12:52 am who Post #3



but there's a seperate opcode for setvertpos anyway, and he uses it also. why use a different one?

and it's impossible that it's setvertpos, because the weapon swerves side to side no matter what direction it is fired. If it was setvertpos, then it would appear to bounce when shooting upwards or downwards.

Here's the code:

# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\Documents and Settings\Compaq_Owner\My Documents\Games\Customs\Data\scripts\iscript.bin'
# created on: Sat Sep 02 16:04:26 2006
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 511 Unknown511 (bullet\spores.grp)
.headerstart
IsId 264
Type 13
Init Unknown511Init
Death Unknown511Death
GndAttkInit Unknown511GndAttkInit
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
SpAbility2 [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking [NONE]
Other [NONE]
BurrowInit Unknown511BurrowInit
.headerend
# ----------------------------------------------------------------------------- #

Unknown511Init:
wait 1
sigorder 1
wait 1
Unknown511GndAttkInit:
DamageLoopRandom:
goto DamageLoopRandom_0_29

DamageLoop:
DamageLoopStart0:
playfram 0
__04 3072
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart1:
playfram 1
__04 3075
domissiledmg
wait 1
DamageLoopStart2:
playfram 2
__04 3077
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart3:
playfram 3
__04 2824
domissiledmg
wait 1
DamageLoopStart4:
playfram 4
__04 2314
domissiledmg
wait 1
DamageLoopStart5:
playfram 5
__04 1804
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart6:
playfram 6
__04 1294
domissiledmg
wait 1
DamageLoopStart7:
playfram 7
__04 528
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart8:
playfram 8
__04 65040
domissiledmg
wait 1
DamageLoopStart9:
playfram 9
__04 64273
domissiledmg
wait 1
DamageLoopStart10:
playfram 0
__04 63248
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart11:
playfram 1
__04 62223
domissiledmg
wait 1
DamageLoopStart12:
playfram 2
__04 61196
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart13:
playfram 3
__04 60681
domissiledmg
wait 1
DamageLoopStart14:
playfram 4
__04 59909
domissiledmg
wait 1
DamageLoopStart15:
playfram 5
__04 59648
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart16:
playfram 6
__04 59899
domissiledmg
wait 1
DamageLoopStart17:
playfram 7
__04 60406
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart18:
playfram 8
__04 60914
domissiledmg
wait 1
DamageLoopStart19:
playfram 9
__04 61678
domissiledmg
wait 1
DamageLoopStart20:
playfram 0
__04 62699
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart21:
playfram 1
__04 63977
domissiledmg
wait 1
DamageLoopStart22:
playfram 2
__04 65000
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart23:
playfram 3
__04 744
domissiledmg
wait 1
DamageLoopStart24:
playfram 4
__04 2026
domissiledmg
wait 1
DamageLoopStart25:
playfram 5
__04 3308
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart26:
playfram 6
__04 4079
domissiledmg
wait 1
DamageLoopStart27:
playfram 7
__04 4851
sprol0f 367 0 0
domissiledmg
wait 1
DamageLoopStart28:
playfram 8
__04 5111
domissiledmg
wait 1
DamageLoopStart29:
playfram 9
__04 5372
domissiledmg
wait 1
goto DamageLoop

DamageLoopRandom_0_29:
__1e_condjmp 128 DamageLoopRandom_0_14
goto DamageLoopRandom_15_29

DamageLoopRandom_0_14:
__1e_condjmp 128 DamageLoopRandom_0_7
goto DamageLoopRandom_8_14

DamageLoopRandom_0_7:
__1e_condjmp 128 DamageLoopRandom_0_3
goto DamageLoopRandom_4_7

DamageLoopRandom_0_3:
__1e_condjmp 128 DamageLoopRandom_0_1
goto DamageLoopRandom_2_3

DamageLoopRandom_0_1:
__1e_condjmp 128 DamageLoopStart0
goto DamageLoopStart1

DamageLoopRandom_2_3:
__1e_condjmp 128 DamageLoopStart2
goto DamageLoopStart3

DamageLoopRandom_4_7:
__1e_condjmp 128 DamageLoopRandom_4_5
goto DamageLoopRandom_6_7

DamageLoopRandom_4_5:
__1e_condjmp 128 DamageLoopStart4
goto DamageLoopStart5

DamageLoopRandom_6_7:
__1e_condjmp 128 DamageLoopStart6
goto DamageLoopStart7

DamageLoopRandom_8_14:
__1e_condjmp 128 DamageLoopRandom_8_11
goto DamageLoopRandom_12_14

DamageLoopRandom_8_11:
__1e_condjmp 128 DamageLoopRandom_8_9
goto DamageLoopRandom_10_11

DamageLoopRandom_8_9:
__1e_condjmp 128 DamageLoopStart8
goto DamageLoopStart9

DamageLoopRandom_10_11:
__1e_condjmp 128 DamageLoopStart10
goto DamageLoopStart11

DamageLoopRandom_12_14:
__1e_condjmp 128 DamageLoopRandom_12_13
goto DamageLoopStart14

DamageLoopRandom_12_13:
__1e_condjmp 128 DamageLoopStart12
goto DamageLoopStart13

DamageLoopRandom_15_29:
__1e_condjmp 128 DamageLoopRandom_15_22
goto DamageLoopRandom_23_29

DamageLoopRandom_15_22:
__1e_condjmp 128 DamageLoopRandom_15_18
goto DamageLoopRandom_19_22

DamageLoopRandom_15_18:
__1e_condjmp 128 DamageLoopRandom_15_16
goto DamageLoopRandom_17_18

DamageLoopRandom_15_16:
__1e_condjmp 128 DamageLoopStart15
goto DamageLoopStart16

DamageLoopRandom_17_18:
__1e_condjmp 128 DamageLoopStart17
goto DamageLoopStart18

DamageLoopRandom_19_22:
__1e_condjmp 128 DamageLoopRandom_19_20
goto DamageLoopRandom_21_22

DamageLoopRandom_19_20:
__1e_condjmp 128 DamageLoopStart19
goto DamageLoopStart20

DamageLoopRandom_21_22:
__1e_condjmp 128 DamageLoopStart21
goto DamageLoopStart22

DamageLoopRandom_23_29:
__1e_condjmp 128 DamageLoopRandom_23_26
goto DamageLoopRandom_27_29

DamageLoopRandom_23_26:
__1e_condjmp 128 DamageLoopRandom_23_24
goto DamageLoopRandom_25_26

DamageLoopRandom_23_24:
__1e_condjmp 128 DamageLoopStart23
goto DamageLoopStart24

DamageLoopRandom_25_26:
__1e_condjmp 128 DamageLoopStart25
goto DamageLoopStart26

DamageLoopRandom_27_29:
__1e_condjmp 128 DamageLoopRandom_27_28
goto DamageLoopStart29

DamageLoopRandom_27_28:
__1e_condjmp 128 DamageLoopStart27
goto DamageLoopStart28





Unknown511Death:
playsnd 93 # Bullet\ZQuHit02.wav
sprol0f 365 0 0 # Unknown512 (thingy\SporeHit.grp)
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
wait 1
end

Unknown511BurrowInit:
playsndbtwn 91 92 # Bullet\ZQuHit00.wav, Bullet\ZQuHit01.wav
sprol0f 365 0 0 # Unknown512 (thingy\SporeHit.grp)
domissiledmg
goto DamageLoopRandom


# ============================================================================= #



None.

Sep 13 2007, 2:28 am FlyingHat Post #4



Woah, big iscript.....



None.

Sep 13 2007, 2:34 am who Post #5



Not really, the ultralisk iscript for the mod is about three times longer.
:omfg:



None.

Sep 13 2007, 6:14 am Evien Post #6



As you can see, it is setpos: (I removed many parts of script to make it easier to read, so you can't compile it)
Quote
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\games\sc\Temp_extract\0\scripts\iscript.bin'
# created on: Thu Sep 13 09:07:05 2007
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 511 GlaveWurm (bullet\spores.grp)
.headerstart
IsId 264
Type 13
Init GlaveWurmInit
Death GlaveWurmDeath
GndAttkInit GlaveWurmGndAttkInit
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 GlaveWurmSpecialState1
.headerend
# ----------------------------------------------------------------------------- #

GlaveWurmInit:
wait 1
sigorder 1
wait 1
GlaveWurmGndAttkInit:
goto GlaveWurmLocal00

GlaveWurmLocal00:
randcondjmp 128 GlaveWurmLocal01
goto GlaveWurmLocal30

***Removed locals what are almost same than Local00***

GlaveWurmLocal05:
playfram 0
setpos 0 12
sprol 367 0 0 # GlaveWurmTrail (thingy\SpoTrail.grp)
domissiledmg
wait 1
GlaveWurmLocal06:
playfram 1
setpos 3 12
domissiledmg
wait 1

***Removed locals what are almost same than Local05 or Local06***

GlaveWurmLocal33:
randcondjmp 128 GlaveWurmLocal34
goto GlaveWurmLocal35

***Removed locals what are almost same than Local33***


GlaveWurmDeath:
playsnd 93 # Bullet\ZQuHit02.wav
sprol 365 0 0 # GlaveWurmHit (thingy\SporeHit.grp)
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
domissiledmg
wait 1
end

GlaveWurmSpecialState1:
playsndbtwn 91 92 # Bullet\ZQuHit00.wav, Bullet\ZQuHit01.wav
sprol 365 0 0 # GlaveWurmHit (thingy\SporeHit.grp)
domissiledmg
goto GlaveWurmGndAttkInit




None.

Sep 13 2007, 11:56 am who Post #7



oh it is?
:omfg:
thanks.



None.

Sep 14 2007, 10:35 am ShadowFlare Post #8



The number in the name of an opcode from older versions goes with the opcode's actual number - the number mentioned in the opcode list I included with IceCC 1.3. Remember this for future reference.



None.

Sep 14 2007, 7:04 pm who Post #9



Oh.
But it must be slightly different, because in the script one of the _04's has a value of 64000, and the weapon sprite doesn't suddenly jump up out of the screen.



None.

Sep 14 2007, 11:20 pm ShadowFlare Post #10



It is the right opcode, it is just that the parameters were not interpreted correctly before. That is part of what IceCC 1.3 fixes - parameters in some opcodes. There are two cases of this which even make it mess up interpretation of opcodes after certain opcodes on the older versions.



None.

Sep 15 2007, 2:01 pm Doodle77 Post #11



You can decompile the iscript.bin from the mod to get it into 1.3 syntax



None.

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