Staredit Network > Forums > Modding Assistance > Topic: Another random question thread!
Another random question thread!
Dec 22 2008, 12:54 am
By: RoryFenrir  

Dec 22 2008, 12:54 am RoryFenrir Post #1



Alright, we all love these type of topics so heres some more questions.

1. Im trying to make zerg buildings way different. I want only 1 buidling, hatchery, which can evolve into lair and hive. I dont want this to produce creep or larva. Larva i figured out in exe edits, but as far as i can tell you cant get rid of starting creep. I had the idea to use completely different buildings, non creep prodercers (because i expect that creep making is hard coded) and make them beable to evolve into eachother... The only thing i dont know about is if you can make average buildings resource containers.

2. I want a different unit creation system for zerg, as explained above i dont want larva, ideally i would like there to be a unit build menu for the hatchery buildings, and when you click on a unit it creates an egg outside, and then the egg timer kicks in then the unit spawns. Basicly i dont want a build que (not a lasting one at least, i understand if 1 sec per each is needed), and i want to beable to make eggs from the hatchery without larva.

3. This should be an easy fix, but i just forgot. When I change backgnd.pcx images, it makes everything black, i tried putting my images through the sc basic pallet and they are the same size. Im using Microsoft Picture It (worst program ever) How do i fix? Ive done before, i just forgot :(

4. I want a weapon that is slow, really long range, and just continues for a time in the initial dirrection. And i would like it to hurt what ever air unit it runs into. Now this is a pretty abstract idea, and if i cant acheive all of this, i would at least like part.

Thanks again for this set, hope you guys can help me out.



None.

Dec 22 2008, 12:58 am Angle Lock Post #2



1. Go to datEdit, click on a building, go to advanced tab, check the resource depot flag.
2....
3....
4. Make lurker's subterranean spine really long range, and make it attack air only...



None.

Dec 22 2008, 1:06 am RoryFenrir Post #3



1. ya i know theres a check, i just thought i read somewhere that all it does is stops you from building by minerals.


4. Thats a good idea, but i would definatly like it slower if posible. And you can make a bullet fly in the initial dirrection but it hits the target even if you dont hit it.

----5. Oh ya, and also how do you get an icon to work in firegraft for your mod? I choose use icon and then i selected a .ico file i made thats 32x32 but it doesnt work.



None.

Dec 22 2008, 1:10 am Angle Lock Post #4



on 4, what exactly do u want?

do u want it to be a missile like weapon? where it follows the target and tracks it all the way down?

or do u want it to be like protoss photon cannon? where it doesn't follow the target, and the target can move away, but still does damage?

or do u want it to be like lurker? where it just doesn't do damage if unit moves away..

if u want it to be slower, just change the cooldown to like a very big number like 70 or somethin..



None.

Dec 22 2008, 1:14 am RoryFenrir Post #5



this is for my starship troopers mod, if youve ever seen it the aliens have anti air that is slow, goes in a strait path, and pretty much destroys anything in its path.

I guess what i want is attack like lurker, strait line, hits all in path but not if they move, and i want the graphic to be similar to a photon cannon bullet. And by slower i dont mean cooldown, i mean it travels slower, like an overloard (only not that slow)



None.

Dec 22 2008, 1:17 am Angle Lock Post #6



go to datedit, go to flingy, select the weapon u want ( in this case subterranean spine) if u can't find it just use the search box down at the bottom, and go from there... u can change the speed, acceleration, all of those in here..

and as for the cannon bullet, try...( I MEAN TRY BECAUSE IT MY CAUSE CRASHES), go to datEdit, go to image, go to # 524, which is photon cannon's bullet, copy it, go to subterranean spine, paste it..

this might not be what u wanted because the thing still behaves like the spines.... where... nvm, i dunno how to describe it, try it urself to see if u like it..



None.

Dec 22 2008, 1:18 am ForTheSwarm Post #7



1. Go to the AI tab, and change Initiate Creep to something else. (Guard maybe idk)

2. I think it's impossible.

3. Are you sure you gave it Starcraft's palette?

4. You don't need to use subterrean spines. Any weapon will do. Check Go to max range for the weapon you want to use, make it an air only weapon (there's a checkbox) and give it a long range. Then go to flingy.dat and modify it however you like to make it slower.

The Iscript part: find the weapon's iscript, and add "domissledmg", then "wait x" into its WeaponWalkingInit or something. Tutorial on this part

Post has been edited 1 time(s), last time on Dec 22 2008, 2:09 am by ForTheSwarm.



None.

Dec 22 2008, 1:19 am ForTheSwarm Post #8



Stupid quote button. I got it mixed up with edit again. Delete please.



None.

Dec 22 2008, 1:52 am RoryFenrir Post #9



1. I changed the ai, but it still has initial creep. I also tried a spawning pool but it starts with creep too, about 1 square all the way around.

2. I made it so zerg buildings build like terran and protoss now, this will work if i cant get any better.

3. whats another program i can use to edit pcx files?

4. I made it slower okay, and ill try that tutorial, thanks alot.



None.

Dec 22 2008, 2:09 am Biophysicist Post #10



I'm not sure if this is right, but...

For your unit creation system, couldn't you just use a Terran/Protoss style system and have the birth animation be really long and put the build time to 1 second? Then when you create a unit, it would appear but not respond to commands until the animation is completed, right?

Myself, I'd play the Egg's idle animation about a gazillion times, then the normal birth animation.



None.

Dec 22 2008, 2:13 am ForTheSwarm Post #11



Then you wouldn't be able to see its progress bar.



None.

Dec 22 2008, 2:22 am RoryFenrir Post #12



i was thinking something like that tassadar, for the birth animation to be really long and have the egg. I dont know how to play the animation "A gazillion times", but that would be sweet. Progress bar i wouldnt care too much about, that would probably be about the closest i can get. Thanks :)



None.

Dec 22 2008, 2:26 am ForTheSwarm Post #13



To play it "a gazillion times", either copy "playfram xx" a lot of times (A LOT), or make the Zerg Egg's .grp contain thousands of frames and have the iscript play all of them.



None.

Dec 22 2008, 2:34 am RoryFenrir Post #14



ya... is a for loop too much to ask for lol?



None.

Dec 22 2008, 2:46 am ForTheSwarm Post #15



Then it would never go to the actual birth I think.



None.

Dec 22 2008, 2:49 am Angle Lock Post #16



Either u have the loop or not, u wouldn't have the progress bar, and that's pretty noobish right there...



None.

Dec 22 2008, 2:51 am ForTheSwarm Post #17



I suppose that if you gave the egg a thousand frames, you could add a progress bar to each frame.

Post has been edited 1 time(s), last time on Dec 22 2008, 2:54 am by ForTheSwarm. Reason: Made it clearer



None.

Dec 22 2008, 2:52 am Angle Lock Post #18



I highly doubt it...

forgive me for being inexperienced, but...

How do you even add a progress bar to somethin..?



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Dec 22 2008, 2:54 am RoryFenrir Post #19



well you would add it to the actual grp, and like every 100 frames you would add a bar. My new program would come in really handy for this :)



None.

Dec 22 2008, 2:56 am Biophysicist Post #20



He's asking how you display the bar... Right?

(I'd like to know this, too.)



None.

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