Staredit Network > Forums > Modding Assistance > Topic: Jumping into Firegrft, something bad happened
Jumping into Firegrft, something bad happened
Oct 25 2008, 5:24 am
By: Angle Lock  

Oct 25 2008, 5:24 am Angle Lock Post #1



When I edit the tech tree for the zerg, i changed the zerg's starting building to lair instead of hatchary, now here's the thing, when a drone builds a lair directly, the lair's hp is at around 500 when the building is finished, now i know the nature of hatchary evolving into lair does the same thing, and i know one of the solutions could be changing drone's hp to like 1000 or somethin...

but the only problem is....

it doesn't make sense to change a worker's hp to that high...

so is there any alternative solutions?



None.

Oct 25 2008, 5:29 am Angle Lock Post #2



well i could change all the buttons for lair with hatchary and change the graphics....

but that's too much of a work....

My mod is taking long enough already.... I do not want to create extra work...



None.

Oct 25 2008, 6:14 am Corbo Post #3

ALL PRAISE YOUR SUPREME LORD CORBO

i BELIEVE IT'S BECAUSE THE BUILD TIME ISN'T ENOUGH FOR THE LAIR TO BE CREATED WITH FULL HP. IF YOU DON'T WANT TO SET THE WORKER HP TO THAT HIGH DID YOU TRY LOWERING THE LAIR HP?

EDIT: lol at caps on...
Also, mods usually take long. So don't worry about it being long already. It will most likely take longer.



fuck you all

Oct 25 2008, 7:06 am Devourer Post #4

Hello

Quote from Corbo
i BELIEVE IT'S BECAUSE THE BUILD TIME ISN'T ENOUGH FOR THE LAIR TO BE CREATED WITH FULL HP. IF YOU DON'T WANT TO SET THE WORKER HP TO THAT HIGH DID YOU TRY LOWERING THE LAIR HP?

EDIT: lol at caps on...
Also, mods usually take long. So don't worry about it being long already. It will most likely take longer.

that time bug-HP bug exist @ mapping and modding.... but I guess its another thing:
when you evolve a hatchery (1250 HP) to a Lair (1800) and the evolve phase is done, the "hatchery" (now lair) will get +550 HP because while he mutation the old HP from the hatchery is displayed.... I hope you understand this...



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Oct 25 2008, 1:21 pm Hercanic Post #5

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

Dear Angel Lock:
In other words, what do you have the Built Time set to for the Lair, and what is the Hatchery and Lair's HP?




Oct 25 2008, 4:17 pm Angle Lock Post #6



well my build time for lair is just like a hatchary....

I completely got rid of hatchary, its now lair, and lair is 1800....

oh and, after i watched closely, when the drone starts to build a lair, the lair's hp is at 180, the drone that is building it is at 40, and the hp of lair does NOT increase as building is morphing so the final completed building that came out is 180 hp...

again, we all know the problem.... but does anyone knows how to solve it....
another reason why I wouldn't want to switch all the graphics and buttons for lair and hatchary is that I want to make hatchary a "barrack" like thing, so if i switched all that... then my "barrack" would have low hps....


I got another question, how do u change a protoss building into a terran building without crashing? I got the graphics switched and in firegraft i made into Create Building - Terran so that its a construction instead of a warp in or a morph... but it doesn't display the construction phases and rather when it starts to build the completed building's image is just there....



None.

Oct 25 2008, 4:25 pm Devourer Post #7

Hello

[quote=name:Angle Lock]well my build time for lair is just like a hatchary....

I completely got rid of hatchary, its now lair, and lair is 1800....

oh and, after i watcheI think that is a pro for my suggestion.... Lair-morphing in SCBW also doesn't increase it's HP... I think you only can change it with iscripting!!
hope that helps



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Oct 25 2008, 4:31 pm Angle Lock Post #8



um.... doesn't really help....

I don't c a thing in IceCC says anything about HPs....

I know it can be done, cause I have seen mods with that kind of properties...

but just don't know what did they do...



None.

Oct 25 2008, 4:33 pm Devourer Post #9

Hello

Quote from Angle Lock
um.... doesn't really help....

I don't c a thing in IceCC says anything about HPs....

I don't know many about ICE because I got errors with using that programm... but I think its for animation... or? [edit .bin files?]



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Oct 25 2008, 6:38 pm BiOAtK Post #10



/facepalm
Ice and IceCC are both iScript editors. i don't believe they have anything to do with the first problem, but you need to edit iScript for the second i know.



None.

Oct 25 2008, 7:05 pm Angle Lock Post #11



Yeah, that's what I figured, I am just asking to make sure.....

but the real problem is the first problem, the lair's hp...

actually, i do need help in iscripting the second problem...



None.

Oct 25 2008, 7:41 pm Devourer Post #12

Hello

Quote from Angle Lock
Yeah, that's what I figured, I am just asking to make sure.....

but the real problem is the first problem, the lair's hp...

actually, i do need help in iscripting the second problem...

dude... if you just want the graphic replace the hatchery graphic with the lair graphic^^ same effect... lul



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Oct 26 2008, 2:57 am Sand Wraith Post #13

she/her

Inform us, Angle Lock, of the big picture. What are you trying to do in general?

Better yet, are you just trying to make the Lair the first-tier building and the Hive the second-tier building and then the Hatchery a random building, or what?




Oct 26 2008, 3:33 am Angle Lock Post #14



Ok, this is what I am trying to make

a 2 race starcraft with final showdown between the protoss/zerg combined xel'naga and the mighty terrans

the protoss nexus is the first tier, then u go to gateway and u can build a drone, then u go to second tier, which is lair, then third of course the hive, the protoss part of xel'naga has no air units, the air units is depended on the zerg portion of the race....

I do not want nexus to directly evolve into a lair because the protoss part represented the xel'naga themselves, while the zerg part represented the hybrids in their control, mixing them wouldn't work out in my campaign storyline....

and of course, terran now owns all the air units originally owned by the protoss, balancing the lever on the both end...

oh and the hatchary, it plays the same role as a gateway of protoss and a barrack of terran in the original starcraft.. it is not a resource depot anymore...



None.

Oct 26 2008, 3:41 am Angle Lock Post #15



and please... and i do mean please...

do not steal my god-like grand idea...



None.

Oct 26 2008, 3:44 am Angle Lock Post #16



forget about the ideas... just please help me with the problems in hand please....


if that's not enough... i got a 3rd question comin....

when I change the iscripts for stargate to make it match like a starport, things happened... i ordered a scv to build a stargate, and it did, but there is no foundation laying, and when the building is ALMOST completed, an almost completed building suddenly appeared, and then there is the final building came out...

how do I make it so that it HAS a foundation laid when the building starts like all other terran buildings...



None.

Oct 26 2008, 3:58 am Symmetry Post #17

Dungeon Master





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

Oct 26 2008, 4:10 am Angle Lock Post #18



and for the lair's hp.......???

that's the most urgent one



None.

Oct 26 2008, 4:13 am Symmetry Post #19

Dungeon Master

Just use the hatchery instead? It seems the simplest solution to a problem that noone's encountered before...



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

Oct 26 2008, 4:46 am Angle Lock Post #20



the human race didn't achieve the great success that they enjoy today by avoiding problems.... instead, they try to solve the problems..



None.

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