Those current spells are awesome but I got a few cool ideas too... so is there anyway to add them?
If there is, could you explain how to do it in Details?
Post has been edited 2 time(s), last time on Dec 19 2008, 1:12 am by Angle Lock.
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Depends on what you are trying to do... It also matters what "vanilla" spells you are planning on using. I can has moar specifics plz?
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I see that there is a bunch of unknown techs, like about 10 of them, can I turn them into an actual usable spell?
Or is it gonna increase the instability?
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You could probably use them but it would probably be difficult. What effects do you want? If you just want damage spells a la Yamato Gun or Psionic Storm, go ahead and spellify the unuseds. But getting effects like Ensnare would probably require heavy wizardry.
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Ok, when I try to modify a spell for example yamato gun, I go to yamato gun in the WEAPON tab, and change the stats there and do everything else...
but when I'm trying to use this unknown spell... where can I input the damage and icon and etc..
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Fairly certain you can't, but I'd need someone to back me up on this.
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Short answer: No.
Long answer: Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
Spells are hardcoded into the game, and you cant change without hex editing and changing starcraft's code.
If anything cool is ever going on Skype me up under the name "blarghle"
I'm about as sure that you can as Deadman101 is that you can't. I think you can, but having one of the ubers (*pokes doa*) answer would be better.
EDIT: Post collision with Polaris. I think he was asking to make the unknowns work like normal weapons, not making them act like Ensnare and stuff... Can you confirm, Angle Lock
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Yeah what I'm trying to make is like a weapon-spell...
here's the detail:
a Marine Grenade (stole the idea from someone... I think its u T/Z)
the grenade does 100 damage
it doesn't do anything else...
it takes energy to use the spell (instead of HP @_@)...
anymore info do i need to give?
It is definately not something like ensnare, plague, parasite, or optical flare where an effect is applied on an unit, it's just a weapon spell...
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Oh, I thought you meant to make totally new spell effects. But yeah, the Marine grenade is very possible, and it's been done a million times. You basically just edit the weapons.dat for the spell you want to edit, and any iscripting you may need.
If anything cool is ever going on Skype me up under the name "blarghle"
Hang on there tight my good friend.
I do NOT want to replace my grenade effect with any of the current existing ones.
My question is: Is there anyway to use the unknown techs to create new spells..?
I noticed (and every organism with an advanced brain should notice) that the spells in datedit's tech tab is connected to a weapon in the weapon tab (except for those unknown techs). So if I was to use the unknown techs, how do I input the behavior, damage, type of damage, icons....
EDIT: I already got the marine grenade up and running well, but the cost is thatyamato gun cannot exist as a spell anymore, bc must use yamato gun as a normal weapon which makes absolutely no bloody sense in the world at all...
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STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Not all spells have a Weapons.dat entry.
Repair
Scanner Sweep
Stim Pack
Defense MatrixIrradiate: 34
EMP Shockwave: 33
Yamato: 30
HealRestoration: 102
Optical Flar: 107
Ghost CloakLockdown: 32
Nuke: 31 (Missile)
Wraith CloakSiege ModeBurrowPlague: 60
Dark Swarm: 59
Consume: 61
Parasite: 56
InfestEnsnare: 58
Spawn Broodling: 57
Lurker AspectPsi Storm: 84
HallucinationArchon WarpMaelstrom: 108
Mind Control: 105
Feedback: 106
Dark Archon WarpRecallStasis: 83
Disruption Web: 101
Recharge Shields
so what are you saying mr. hercanic...
I still want to create new spells, instead of using current ones...
so how do you use those unknown ones..?
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STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
You can use them for research with FireGraft requirements (so a unit could require the research of an unused tech to be buildable), but there is no known way to associate them to a Weapons.dat entry.
Correct me if I'm wrong, but doesn't the Battlecruiser have two weapons with exactly the same stats except that one attacks ground and one attacks air? Well, couldn't you change one of them to attack both ground and air, and repurpose the other one for the grenade?
On a side note, if healing isn't a weapon, is there any way to make the Medic autocast something besides healing on your troops? (Restoration, to be exact.)
EDIT: Oh, Hercanic, does Spider Mines Have a weapons. dat entry? I don't see it on your list...
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Quote from name:TassadarZeratul
Correct me if I'm wrong, but doesn't the Battlecruiser have two weapons with exactly the same stats except that one attacks ground and one attacks air? Well, couldn't you change one of them to attack both ground and air, and repurpose the other one for the grenade?
Same with a photon cannon, too.
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Spider Mines does have a weapons.dat entry, but it isn't a spell.
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STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Dear TassadarZeratul:
Err, there are plenty of unused weapons. The issue is making them into new spells.
Healing: No, without a Weapons.dat entry, there is very little that can be changed about the healing spell. Even if you could, though, she wouldn't use it intelligently since there is no AI guiding it properly to only use the auto-restoration on things with a negative status effect. She'd use it on anything with less than 100% health, since that's what the unit AI is programmed to do.
Spider Mine: The Spider Mine is a unit, whose Weapons.dat entry is merely it's weapon.
The importance of a Weapons.dat entry is that it allows you to alter things like the targetting flags and such.
If T/Z thinks he knows how to do this...
I really wanna hear it, lol... Cause I got plenty of new spell ideas... Snipe, Grenade, Orbital Bombardment, Overload... and much, much more..
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I have a method where you dont need to edit the weapons.dat for any spells. This method requires a few conditions though. First, the unit must use the same attack for both air and ground (or only attack air or ground). Second, the unit may only use one spell that plays an animation. Here goes:
1. Find an unused weapons.dat entry. Theres plenty.
2. Edit it to contain the desired stats
3. Add this weapon to the unit's air attack slot (keep normal attack in ground slot)
4. Go to the unit's iscript and make the unit play the ground attack animation for both air and ground (will not shoot spell projectile when normal attacking)
5. Go to the unit's spell cast animation. Remove the cast spell line and add the line that calls air attack.
6. Give the unit an animating spell (i.e. spawn broodlings or something) that has the desired weapon targetting
Now, when the unit casts the spell, instead of shooting the spell projectile, it will launch the air attack weapon. Just modify the spell button to say what you like. This can also be done using useweapon instead of air attack (if you dont want to use the air attack slot), but the projectile will appear on the target.
However, this does have a drawback. For air attack, your unit will still use the spell weapon's cooldown and range (so set ur custom spell weapon to the same range and cooldown as normal attack weapon).
I used this once on an expansion mod I made (cause I didnt want to overwrite any existing stuff). The mod is called SCNA (I believe its in my signature). Its rather unstable, but you can take a look at the Zerg Crawler's fireball spell. There were a few other spells coded this way, but I dont exactly remember (I abandoned the mod due to instability with spinning jetpackers).
Hope this helps!
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