Staredit Network > Forums > Modding Assistance > Topic: Are these things possible in mods?
Are these things possible in mods?
Sep 14 2008, 10:13 am
By: Biophysicist  

Sep 14 2008, 10:13 am Biophysicist Post #1



Well, I'm going to try some modding. I had an idea for one, but I'm not sure if all of my ideas are, in fact, possible. Can you do the following with a mod: (or a workaround that is almost the same)

1. Set an Extractor to produce Creep.

2. Let an Extractor be targeted by Infest Command Center, so that infesting it results in a Refinery with the same amount of gas as the target Refinery.

3. Set Refinery/Assimilator/Extractor as a production building.

4. Change unit portraits and wireframes. (As an intentionally stupid example, making the Siege Tank have a picture of Pikachu as its portrait and wireframe.)

5. Change which buildings and units a race starts with. (As another intentionally stupid example, making the Terrans start the game with two Civilians and an Ursadon.)

And how would one do number 5?



None.

Sep 14 2008, 11:17 am Symmetry Post #2

Dungeon Master

Yes, no (as far as I know, anyway), yes (as far as I know), yes and yes. Use .exe edits in Firegraft for number 5.



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

Sep 14 2008, 11:31 am Biophysicist Post #3



Okay. This is my first mod (except for playing around in Memgraft and making my units have uber stats), so I'm not sure trying to use Firegraft would be a good idea right now... How hard would that .exe edit be? (For a total noob, that is.)

EDIT: Two more:

1. Can you let the Extractor use Yamato Gun?

2. Can you set a unit's normal attack as EMP Shockwave? (The unit I'm thinking of is kamakazee, if that matters.)

Post has been edited 1 time(s), last time on Sep 14 2008, 11:48 am by TassadarZeratul.



None.

Sep 14 2008, 1:56 pm IskatuMesk Post #4

Lord of the Locker Room

on 2 - Some spells are hardcoded such as mind control and will throw you a Cbullet error, but I am not sure about EMP shockwave. Even if that is the case, you can have the unit cast it through the iscript upon usage of its attack.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 14 2008, 4:12 pm O)FaRTy1billion[MM] Post #5

👻 👾 👽 💪

Quote from name:TassadarZeratul
Okay. This is my first mod (except for playing around in Memgraft and making my units have uber stats), so I'm not sure trying to use Firegraft would be a good idea right now... How hard would that .exe edit be? (For a total noob, that is.)
Go to EXE edits tab, click Starting Buildings on the left, select the race on the right, then type in a number or find the unit in the dropdown. Starting Workers and Starting Zerg Units are also things you may want.



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Sep 14 2008, 4:46 pm Symmetry Post #6

Dungeon Master

Quote from IskatuMesk
on 2 - Some spells are hardcoded such as mind control and will throw you a Cbullet error, but I am not sure about EMP shockwave. Even if that is the case, you can have the unit cast it through the iscript upon usage of its attack.

Most Vanilla spells will work fine, IIRC.



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

Sep 14 2008, 4:59 pm bajadulce Post #7



Added to BWAI tutorial wiki:

For mixed starting units, you will need to UNCHECK the USE EXE EDITS box before doing anything. If left checked, ALL of the units in the list will be changed to this new single entry unit. Only after arranging the list of starting units to your liking, recheck this box. This is one of those bugs that you might discover on your own or it's one of those things that you might spend hours and hours in frustration not knowing why you can't mix and match starting units.



None.

Sep 14 2008, 5:18 pm Fyrinite Post #8



The next version of FG is a bit more clear as to what will/won't get edited that way. Different name on the text box, and then there's a jump button between items that are linked together. Btw, the box should say "Use Exe Edit Links' in the current version, but I know some people who don't have the font I used installed might have it cut off. That also has been considered in the next version.

As for yamato, it's possible, but I don't know how a non-mobile unit will react if the target is not in range. You'll need to edit iscript for a spell casting animation and use FG to set the tech use requirements and buttons, along with making it a spellcaster.



None.

Sep 14 2008, 5:18 pm Hercanic Post #9

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

The UberGray in STF uses EMP Shockwave as its attack. Don't remember if I set it through the iscript or not, though, but most any spell found in Weapons.dat can be used in a unit attack by writing the "Use Weapon #" script in its attack animation iscript. If I remember right, the weapon # corresponds to its ID number, which you should be able to find out by viewing it in the DAT file.




Sep 14 2008, 5:20 pm Symmetry Post #10

Dungeon Master

Quote from Hercanic
but most any spell found in Weapons.dat can be used in a unit attack by writing the "Use Weapon #" script in its attack animation iscript

That wouldn't work for a missile attack. Useweapon only works for appear on target style attacks.



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

Sep 14 2008, 5:22 pm Hercanic Post #11

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

It's been a while, but to get around that I believe I set EMP Shockwave to appear on target.




Sep 14 2008, 7:48 pm Biophysicist Post #12



The real question is, can EMP be used as a suicide attack? The unit I'm trying to make is basically an energy/shield-draining missile.



None.

Sep 14 2008, 8:05 pm IskatuMesk Post #13

Lord of the Locker Room

There is nothing special about suicide attacks.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 14 2008, 10:35 pm Biophysicist Post #14



*growls* How do I set the Extractor to produce Creep?



None.

Sep 15 2008, 2:37 am Sand Wraith Post #15

she/her

The below is based on my current understanding of modding.

1: There should be (there definitely is) an option to allow buildings to spread creep in DatEdit and even Arsenal 3 (if you are using the latter).

2:It should be possible to allow make an Extractor infestable, although I think you would have to pass it off as an illusion (since I think whether or not a building can be infested is hardcoded).

3: You simply need to do some button edits, although you won't be able to set rally points (no matter how hard you try) because permissions for IDs to use the Rally Point button is hardcoded.

4: Yes, although I've never tried doing either. (I've looked at the wireframe files though. Doesn't seem like it would be too hard to edit them, as long as you have a little patience. Most mods I've played doesn't have wireframe edits though.)

5: Yes, it's possible, although as of yet I have only dabbled slightly in it when I replaced the Zerg Overlord starting unit with the Yggdrassil starting unit. I have an idea for a mod that will use this though.




Sep 15 2008, 2:40 am A_of-s_t Post #16

aka idmontie

Quote from name:Hydrolisk
2:It should be possible to allow make an Extractor infestable, although I think you would have to pass it off as an illusion (since I think whether or not a building can be infested is hardcoded).
Its hardcoded >.> Someone already said that.

Post has been edited 3 time(s), last time on Sep 18 2008, 3:42 am by A_of-s_t.



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Sep 15 2008, 8:15 pm Sand Wraith Post #17

she/her

I'm not trying to be ignorant about it, I was just responding to the OP in a compiled, wholesome manner. A lot of the other posts are rather fragmented.




Sep 19 2008, 3:47 pm Hercanic Post #18

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Spreading creep is order-controlled. Look at the Units.dat AI entries for the Creep Colony/Hatchery and compare.




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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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