Staredit Network > Forums > Modding Assistance > Topic: diferent grps for heros?
diferent grps for heros?
Aug 28 2007, 9:56 pm
By: RoryFenrir  

Aug 28 2007, 9:56 pm RoryFenrir Post #1



Okay im starting to work on a mod. Im basicly jsut adding afew unit. Can i have the normal battle cruiser but then have a hero one thats a mod? Or do i have to have to make the modded bc a diferent unit like a valk or something? Cause i want yamito for both.



None.

Aug 28 2007, 10:02 pm who Post #2



they both use the same grp, so if you want them to be different, then you'll have to change the grp used for the hero
it should still have yamato though, if you only change the grp (you'd have to make sure the iscript for the unit used has a spellcasting header, or yamato will create a crash)



None.

Aug 28 2007, 10:53 pm RoryFenrir Post #3



...so how would i go about doing this? I just started modding



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Aug 29 2007, 12:27 am Lord Agamemnon Post #4

Magical-Girl Enabler

In units.dat, you'll need to change the graphic used. This is actually a redirect to flingy.dat, not the actual .grp file, so you'll need to change that, and the sprites.dat entry, and the images.dat entry, and finally the .grp itself. It's not as hard as it sounds, though :P I suggest changing the hero's graphic to a unit you know you're not going to use...for instance, the Overminds' flingy.dat entries are always the first ones to go in my mods. You'll need to change the .grp file, and...well, I'll refer you to <a target="_blank" href="http://www.maplantis.org/index.php?pg=wiki;do=cat;id=18">Maplantis's Wiki modding tutorials</a> for that.



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Aug 29 2007, 12:39 am who Post #5



well i think you'd have to edit the iscript for the overmind, since you're using a different graphic, or else it'd crash

it's best to use IceCC for that

Post has been edited 1 time(s), last time on Aug 29 2007, 12:40 am by someone09.



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Aug 29 2007, 1:14 am RoryFenrir Post #6



okay so i made the hero GRP, and i saw where you change units graphic in GRP edit. So i make the hero grp take place of a unit i dont use, and then set the graphic to that unit? After that i dont really get what your talking about, could you give me an in depth explaination? ...Again sorry im a nub



None.

Aug 29 2007, 1:48 am who Post #7



iscript.bin is the file that controls animation behavior
the problem is that the overmind script will still attempt to read from the frames of the original graphic (overmind), and may not work correctly.

You can download IceCC 1.3 <a target="_blank" href="http://shadowflare.samods.org/dwnload.html">here</a>. It's about 2/3 down the page.
once you download icecc, view the readme. to run the icecc ui, you will need java runtime

a basic tutorial is <a target="_blank" href="http://www.warboards.org/showthread.php?t=24890">here</a>.

basically, the part at the beginning of the script calls headers, which are defined below.
playfram plays a frame from the grp
imgol plays a sprite that follows the unit
imgul makes a shadow
sprol plays a sprite that doesnt follow the unit
wait/waitrand wait for a certain time
setvertpos sets the vertical posion of the unit (default 0)

if your modded bc has the same frames as the default bc, you can copy and paste the code from the default bc into the new one. just change the header names so they don't have the exact same names as the bc (you might get an error)

Another tutorial is <a target="_blank" href="http://www.warboards.org/showthread.php?t=19125">here</a>, but it's a tutorial for the old IceCC, so you'd have to change some of the code

Post has been edited 4 time(s), last time on Aug 29 2007, 1:41 pm by someone09.



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Aug 29 2007, 7:20 am RoryFenrir Post #8



okay this is what i made out of all the tutorials and stuf...
I decompiled Hyperion and opened it in the text editor and where it said (terran\BattleCr) i replaced with (protoss\Carrier). (I have the hero bc grp a carrier) Then i saved the iscript.txt and then compiled it to icsript.dat. I then opened the MPQ in winmpq that had the carrier GRP and i added icsript.dat as scripts/icscript.dat... When i tried to run it the hyperion was a bc and the carrier was the supper. Oviously i dont know what im doing, but all those tutorials had nothing to do with this (or thats what i think) so i dont know...



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Aug 29 2007, 1:23 pm Evien Post #9



icsript.dat?
I think iscript.bin would be right...



None.

Aug 29 2007, 1:51 pm who Post #10



It's iscript.bin, but it probably compiled correctly anyway
First of all, you don't compile hyperion, because its using a different graphic now (carrier), if you did the .dat part correctly.
All you apparently did was change the comment in the bc script, which doesn't do anything.
In the carrier iscript, paste the code from the battlecr script.
You might have to change the header names (not sure about this) so they dont have the same names as the bc headers.
then it should work, but the carrier will probably malfunction.
and if the hyperion is still the battlecruiser, then you must have done the .dat part incorrectly.
did you change the hyperion's graphic to the carrier? And if you did, did you save the .dat's correctly? (in arr/)
iscript.bin has to be in (scripts/).



None.

Aug 29 2007, 3:30 pm RoryFenrir Post #11



All right, with some hard thinking, i managed to do it, i cant thank you guys enough. When i played only raynor was the bc and it worked fine. Moved fine, fired fine, died fine, but then Yamito crashes. Heres what my carrier text looks like:
Quote
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 112 Carrier (protoss\carrier.grp)
.headerstart
IsId 151
Type 21
Init CarrierInit
Death CarrierDeath
GndAttkInit CarrierGndAttkInit
AirAttkInit CarrierAirAttkInit
Unused1 [NONE]
GndAttkRpt CarrierGndAttkInit
AirAttkRpt CarrierAirAttkInit
CastSpell CarrierCastSpell
GndAttkToIdle CarrierGndAttkToIdle
AirAttkToIdle CarrierGndAttkToIdle
Unused2 [NONE]
Walking CarrierWalking
WalkingToIdle CarrierWalkingToIdle
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #

CarrierInit:
imgul 219 0 42 # CarrierShad (protoss\carrier.grp)
playfram 0x00 # frame set 0
goto CarrierGndAttkToIdle

CarrierGndAttkToIdle:
wait 125
goto CarrierGndAttkToIdle

CarrierDeath:
playsnd 177 # Terran\BATTLE\tbaDth00.wav
imgol 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end

CarrierGndAttkInit:
imgol 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto CarrierLocal00

CarrierLocal00:
wait 1
attackwith 1
gotorepeatattk
goto CarrierGndAttkToIdle

CarrierAirAttkInit:
imgol 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto CarrierLocal01

CarrierLocal01:
wait 1
attackwith 2
gotorepeatattk
goto CarrierGndAttkToIdle

CarrierCastSpell:
imgolorig 543 # Unknown543 (thingy\eycBlast.grp)
goto CarrierGndAttkToIdle


CarrierWalking:
imgol 220 0 0 # BattlecruiserGlow (thingy\tbaGlow.grp)
goto CarrierGndAttkToIdle

CarrierWalkingToIdle:
setvertpos 1
waitrand 8 10
setvertpos 2
waitrand 8 10
setvertpos 1
waitrand 8 10
setvertpos 0
waitrand 8 10
goto CarrierWalkingToIdle
what i think i need to change is in bold, but i dont know what to.
sorry this is a big post and thanks again

Post has been edited 2 time(s), last time on Aug 29 2007, 4:08 pm by RoryFenrir.



None.

Aug 29 2007, 5:03 pm who Post #12



edit: post useless

Post has been edited 5 time(s), last time on Aug 29 2007, 6:01 pm by someone09.



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Aug 29 2007, 5:36 pm RoryFenrir Post #13



i shanged the type to 12 and now it has the cruiser's engine and scrashes when it attacks



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Aug 29 2007, 5:40 pm who Post #14



change the type back to 21 then

edit: actually it's probably because in the exe, "battlecruiser" is listed as a requirement for yamato
if you use firegraft, you can add "carrier" to the list.
you can get firegraft at - http://www.stormcoast-fortress.net/downloads/firegraft

Post has been edited 5 time(s), last time on Aug 29 2007, 11:08 pm by someone09.



None.

Aug 29 2007, 6:24 pm RoryFenrir Post #15



ugh i need to find an old version of fire graft, i dont have any of the patches.

i looked and all i could find was .92 (or w/e) is there a diferent program that does the same thing?

Post has been edited 1 time(s), last time on Aug 29 2007, 6:30 pm by RoryFenrir.



None.

Aug 29 2007, 6:29 pm who Post #16



you can downpatch temporarily, but it's best to copy your starcraft folder and only downgrade 1 of them, so you have 2 compatible versions.

only use firegraft .92, since the others are extremely bugged.



None.

Aug 29 2007, 6:32 pm RoryFenrir Post #17



i havent downloaded any of the patches, so i need to up patch and then wont that mess up my mods?



None.

Aug 29 2007, 6:34 pm who Post #18



well you probably have 1.5.1, the newest 1
copy your starcraft folder so you have 2 starcrafts
then use a downgrader and patch down one of them to 1.5
when you want to play on bnet or w/e use the 1.5.1, but when you use firegraft choose the 1.5 exe
strangely, it wont start up the first time, but it will ask again, then choose the exe again... then firegraft will start up



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Aug 29 2007, 6:39 pm RoryFenrir Post #19



hmmm okay so ill download 1.5.1 off of b-net, (cause i dont have any patches) then ill download a downgrader and downgrade it



None.

Aug 29 2007, 6:48 pm who Post #20



sometimes a downgrader can prevent you from patching back up, so its better to use 2 starcrafts



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