Biophysics, So I hered u liek customizable shipz?
Post #121
Biophysicist
Jan 19 2009, 3:31 am
Post #122
MC˛poiuy_qwert
Jan 19 2009, 3:38 am
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PyMS and ProTRG developer
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No offense to you, but I doubt you will be able to pull it off. Even making it in a plugin is a lot harder then you seem to think, and doing it with EUD's would be 1000 times harder.
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Post #123
Biophysicist
Jan 19 2009, 3:44 am
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Me is confused. Didn't people used to use EUDs for this sort of thing all the time? And I'm sure if I bugged FaRTy enough he'd give me any advice I need. I understand how EUD conditions work, actions can't be that different... As far as I can tell, it would just be a bunch of trigger duplication and modification, which is time-consuming but easy.
Correct me if I'm wrong on any of this, of course. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #124
MC˛poiuy_qwert
Jan 19 2009, 3:47 am
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PyMS and ProTRG developer
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Changing the buttons displayed or anything like that will be really hard if not impossible.
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Post #125
Biophysicist
Jan 19 2009, 3:50 am
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But... I saw a screenshot of someone who did it... Wouldn't DoA have the memory addresses where they are stored?
EDIT: Woah, 'nother idea. Why don't I put all the spells in a submenu and set each spellto hvr a specific unit as its requirement? Then I can use a EUD condition to read which unit is selected and give/remove units to enable the correct spells? This is probably the best method. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #126
MC˛poiuy_qwert
Jan 19 2009, 3:53 am
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PyMS and ProTRG developer
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You probably saw a screenshot of someone that changed unit graphics and unit attacks, which is WAY simpler then what you want.
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Post #127
MC˛poiuy_qwert
Jan 19 2009, 4:00 am
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PyMS and ProTRG developer
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Thats a much better idea, easily possible, you just gotta learn how to do EUD's and where the offsets are.
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Post #128
Biophysicist
Jan 19 2009, 4:10 am
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I'm really excited now. This mod just got over 9000 percent epicer.
BUT, problem: Now the only way to see what spells a unit has equipped is to open the casting submenu, which could get annoying. Anyone have any ideas? Actually, there would only be enough space to put eight spells in one submenu, so if I wanted the 10+ spells I originally wanted, I'd need to use two submenus somehow... Would that be too annoying? ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #129
Corbo
Jan 19 2009, 5:10 am
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When EUDs got discovered people only got to use them for like 2 weeks or maybe even less before Blizzard patched the EUD actions. So I guess saying "Didn't people used to use EUDs for this sort of thing all the time?" is wrong. Mappers had so little time to play with EUD actions even if there was an EUD action enabler for the blizzard patch then blizzard patched again scrambling all the memory offset and suddenly the EUD enabler was heavily discouraged.
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Post #130
O)FaRTy1billion
Jan 19 2009, 8:02 am
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.rapsdleF
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EUDs are apparently more popular in Asian countries where they don't play on the latest patches. For a mod I'd suggest plugin over EUDs as you have more dynamic control over the flow of data.
![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! times! |
Post #132
Biophysicist
Jan 19 2009, 2:41 pm
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@KK: Sorry, I shouldn't post while sleep-deprived and annoyed at my brother.
@FaRTy: Do you mean for conditions or actions? Because had an idea that means I don't need to use EUD actions, but you might have missed it because I posted it as an edit. If you meant for conditions (or both), me is to dumb to understand plugins. If someone could instructeth me in the holy mystery of plugins, then the meaning of your post would be revealed. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #133
RoryFenrir
Feb 10 2009, 4:02 am
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I was contracted by TZ to make the units for this mod, we decided to have sea creature based flying units.
Here is my model for the Pheonix, one of the 3 minion units. It is based off of a stingray as you can probably tell. This is the movement, 4 frames. All these units will be like zerg units, with 9 frame rotations instead of 17. ![]() here is a close up of the model. ![]() "The Rampant is sharky, the Phoenix is stingrayish, the Bastion is the eel-like one, and the Overcruiser looks like a jellyfish on steroids." ![]() ![]() ![]() ![]() ![]() ![]() |
Post #134
Biophysicist
Feb 10 2009, 4:24 am
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Well, now that this thread has been necro'd, there is a new feature I would like to mention: You can now upgrade your ships' armor, speed, and attack range (individually for each ship, of course), and "re-configure" their weapons. For example, you can give a Phoenix a Lurker-style attack (doesn't need to be Burrowed) or a Glaive Wurm attack.
Also, the Cellular Assault (Glaive Wurm) spell has been removed. I am going to replace it with something, as well as add another spell. EDIT: One of the added spells will be Spawn Broodlings, the other will be a teleportation spell (assuming I can pull it off). This post was edited 1 time, last edit by TassadarZeratul: Feb 10 2009, 1:29 pm. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #136
RoryFenrir
Mar 6 2009, 11:24 pm
Post #137
Biophysicist
Apr 29 2009, 7:54 pm
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Epic necrobump is epic.
I had an idea which might make this mod a lot cooler. Namely, giving people the ability to upgrade their unit's damage, speed, and armor. (Each unit would be individualy upgraded ) (I wanted to do this before but couldn't figure out how to until now.) You'd be able to upgrade all of those stats up to three times. Each upgrade would spawn a small but distinct underlay (like a colored ring or something) so you can easily tell which units have which upgrades. (Also, double-clicking on a unit will select all nearby units of the same type, regardless of their upgrade levels, unlike with a morph system or something.) What I'm not sure of is how much of an effect each upgrade should have. Should it be like "lol rampant + full upgrades = kills twenty bastions" (exaggeration ) or should it be a subtle effect? (Also, I could probably do vision upgrades as well, should I? I think it would just add needless complexity.)I was also debating adding in a few more units. The problem is I don't see how to make them different from the existing units without giving them instrint spells or something, which I don't want to do. There aren't any more roles that need filling, really, because a properly configured unit can more or less carry out any role... Your thoughts? (And yes I know this has taken WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY to long, you don't need to say it. There are reasons why it is, both technical and personal.) ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #138
MC˛poiuy_qwert
Apr 29 2009, 8:57 pm
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PyMS and ProTRG developer
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How do you plan to upgrade damage/speed/armor? If you are planning to edit the dat files in memory, that will effect all of that unit type for every player. The only other way I can thinkto do it would be hard for you to do imo.
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Post #139
Biophysicist
Apr 29 2009, 9:08 pm
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Exactly how I'm going to do it is pretty complicated, but I can give you the general idea easily: The damage upgrade involves spawning an attacking overlay (like the Archon's attacking overlay). The speed upgrade involves spawning an overlay that uses setflspeed in the init animation. The armor upgrade involves using a plugin to constantly set the unit's shield value based on the value of one of the unused offsets. (Shields are being used as "fake armor", like in some UMS maps. Like if you upgrade a unit's Armor once, the unit will be constantly set to having one shield point.)
What's the way you thought of that would be too hard for me to do? ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #140
RoryFenrir
Apr 30 2009, 1:59 am
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) (I wanted to do this before but couldn't figure out how to until now.) You'd be able to upgrade all of those stats up to three times. Each upgrade would spawn a small but distinct underlay (like a colored ring or something) so you can easily tell which units have which upgrades. (Also, double-clicking on a unit will select all nearby units of the same type, regardless of their upgrade levels, unlike with a morph system or something.) What I'm not sure of is how much of an effect each upgrade should have. Should it be like "lol rampant + full upgrades = kills twenty bastions" (exaggeration ![[close]](/images/up.gif)