Staredit Network > Forums > Modding Assistance > Topic: new questions-ANOTHER random question thread
new questions-ANOTHER random question thread
Jan 12 2009, 12:20 am
By: RoryFenrir  

Jan 12 2009, 12:20 am RoryFenrir Post #1



Okay, my mod is kind of nearing completion, datedit, icsript and firegraft wise atleast...

I have another set of those questions that i have that are either impossible or really hard :)

1. I am trying to get rid of creep, ive been told lots of things that havent worked. I have tried modifying fg reqs and exe edits and ive had no luck. I have also been told that you cant kill init creep, but you can make it so when you build it doesnt create creep... how? Is there a palate or GRP for creep? Couldnt i make it all transparent?

2. This kind of goes with 1, my alternative to disabling creep is using unused protoss buildings. I made the buildings use the hatchery, hive, and lair graphics, and i gave them a morph into the next button, and i changed the unit ID for building morph to include protoss. When i click morph it doesnt show the morph graphic, but after a while it makes the morph complete sound, but it doesnt actually do anything. Is it posible to make non-zerg buildings morph?

3. I have one building for zerg, and there arent enough slots for upgrades. I want to have a build menu for the ups, and so i gave the hatchery a build menu and i changed the menu to have ups but when i click on the menu ingame it crashes... Is this posible to do? Or are the menues hard coded. If they are i can manage but it would be cool to have a seperate menu just for ups.

4. My next question is on straifing, i saw in FG an order that allows only intercepters to straif. I want to have scouts straif instead, i changed the requirment and i gave scout move&attack(intercepter) for attack unit in datedit. When i try to attack with the scout it dies. Is it even possible to do straifing?

EDIT:
5-7 I decided to try making the nuke a spell similar to yamito gun. I made custom spells in my old mod but if forgot how to. In this i would like having afew custom spells for both sides. I want to keep current yamito, ill change it to some missle barage or something, but i want to make afew of the other spells attack aswell. Should i mod unused spells like plauge and lockdown? What steps do i need to take to make the button apear on the unit and then getting it to attack with what i tell it to in datedit? I know i need spellcaster box checked but buttons still dont show up. (i have use tech reqs taken set for the unit)

5. This should be easy, can any unit call down nukes?

6. I am trying to get the marine to beable to call down nukes and have battle cruisers (but i could live with a building makeing the nuke). What i would rather have is a system where the marine has a special that attacks with nuke as a weapon and you dont have to build it and it wouldnt have to launch and land. Can i just have something like yamito gun only it does nuke damage and has the explosion? Is it posible to have this be like spider mines and the unit has a certain number of nukes? or do i have to use energy. IF none of this can be done, this next question need answering.

7. I enabled the exe edit for anybuilding to build nukes in datedit, so now can just anybuilding build? I want a battle cruiser to beable to build nukes, i gave it the button and the button only apears if building is checked, but it cant move and when the nuke finishes building (there is no build bar) it crashes. Is it possible for a unit to build nukes?


EDIT
8. One of my spells, a high damage melee attack that i modded from plauge doesnt work. It runs the spell script, but doesnt do any damage and it doesnt attack useing the targeting check boxes (I only have mechanical checked and it can attack anything) i gave the unit plauge, and i copied the enteries from ultra attack to plauge, so it everything a normal melee attack has. Mechanical is the only targeting box checked. I remember there being something in datedit that you choose the targeting used, but i cant find it now.

10. im trying to make an addon beable to fly, i changed all the boxes in advanced tab to what they should be, i have a grp with enough frames, it has all the correct hearders and sections but right when the scv starts building it, it crashes, before it even shows construction graphics. (the construction in datedit terran medium.



Hope some of these questions can be answered, sorry for my noobness but i really apreciate the help :)

Post has been edited 3 time(s), last time on Jan 14 2009, 1:24 am by RoryFenrir.



None.

Jan 12 2009, 1:05 am Fisty Post #2



Quote from RoryFenrir
5. This should be easy, can any unit call down nukes?

7. I enabled the exe edit for anybuilding to build nukes in datedit, so now can just anybuilding build? I want a battle cruiser to beable to build nukes, i gave it the button and the button only apears if building is checked, but it cant move and when the nuke finishes building (there is no build bar) it crashes. Is it possible for a unit to build nukes?
I am almost certain they're hardcoded...



None.

Jan 12 2009, 1:11 am FlyingHat Post #3



To get rid of creep, try replacing the zerg starting building with something else using firegraft.



None.

Jan 12 2009, 2:13 am Biophysicist Post #4



You can always place a bunch of Extractors on the Creep with triggers, kill them, and remove the Geysers, which removes Creep.



None.

Jan 12 2009, 2:31 am RoryFenrir Post #5



well im thinking more of a practical dynamic method... if its not possible i can live with the creep... But i recall seeing different colored creep in some mod.. ITAS maybe? so that means theres a palet.



None.

Jan 12 2009, 3:01 am Corbo Post #6

ALL PRAISE YOUR SUPREME LORD CORBO

Quote
1. I am trying to get rid of creep, ive been told lots of things that havent worked. I have tried modifying fg reqs and exe edits and ive had no luck. I have also been told that you cant kill init creep, but you can make it so when you build it doesnt create creep... how? Is there a palate or GRP for creep? Couldnt i make it all transparent?
Creep is found between the tileset files. It's a terrain group and I guess you can make it look like just dirt. Remember to also edit the .grp files for each tileset which contain the creep edges.

Quote
2. This kind of goes with 1, my alternative to disabling creep is using unused protoss buildings. I made the buildings use the hatchery, hive, and lair graphics, and i gave them a morph into the next button, and i changed the unit ID for building morph to include protoss. When i click morph it doesnt show the morph graphic, but after a while it makes the morph complete sound, but it doesnt actually do anything. Is it posible to make non-zerg buildings morph?
The firegraft exe edit should work. Other than that you can try to do the same but with an actual zerg build, say you give the hatchery, hive and lair graphics to... nydus canal, spawning pool and ultralisk cave (just an idea doesn't have to be these buildings) I assume that the morphing works on them as well.

Quote
3. I have one building for zerg, and there arent enough slots for upgrades. I want to have a build menu for the ups, and so i gave the hatchery a build menu and i changed the menu to have ups but when i click on the menu ingame it crashes... Is this posible to do? Or are the menues hard coded. If they are i can manage but it would be cool to have a seperate menu just for ups.
You can do sub-menus just like any other building peon does it. Just make a button set with your upgrades and assign it to a unit you're not using and when you're going to use the Change Displayed Buttons action make sure you use the ID of the unit you assigned your buttonset too.
As to the crash, what I can think of is that you didn't properly assign strings in any of the buttons in the sub menu so when you click the button to change the button set it does but since there's one missing string it crashes.

Quote
4. My next question is on straifing, i saw in FG an order that allows only intercepters to straif. I want to have scouts straif instead, i changed the requirment and i gave scout move&attack(intercepter) for attack unit in datedit. When i try to attack with the scout it dies. Is it even possible to do straifing?
That's hardcoded to interceptor-carrier. What you can do is change the interceptor graphic to scout and basically copy the weapon and everything else. To make a fake scout.

Quote
5. This should be easy, can any unit call down nukes?
They should. Just make sure you give them the proper casting animation (iscript). Check the Ghost iscript for that. I can't remember what's called.


Quote
6. I am trying to get the marine to beable to call down nukes and have battle cruisers (but i could live with a building makeing the nuke). What i would rather have is a system where the marine has a special that attacks with nuke as a weapon and you dont have to build it and it wouldnt have to launch and land. Can i just have something like yamito gun only it does nuke damage and has the explosion? Is it posible to have this be like spider mines and the unit has a certain number of nukes? or do i have to use energy. IF none of this can be done, this next question need answering.
Oh, you mean CREATE nukes...
Then no. You can make everything to make them create nukes but the nukes won't count as nukes like they do in nuclear silo.

As to this question. You could replace spider mines and change the damage type/ammount to be like nuke and iscript it so the explosion seems like it's a nuke exploding. Take note that you will have to use vulture for this but you can always just change the vulture graphic to marine.


Quote
7. I enabled the exe edit for anybuilding to build nukes in datedit, so now can just anybuilding build? I want a battle cruiser to beable to build nukes, i gave it the button and the button only apears if building is checked, but it cant move and when the nuke finishes building (there is no build bar) it crashes. Is it possible for a unit to build nukes?
You said "any building builds nuke" the reason why battlecruiser doesn't show it is because battlecruiser is not a building. Checking the "is building" property will work but it will make it immobile since buildings can't normally move. My answer would be no. You can't make units build nuke. And I think this FG exe edit doesn't work.




I luff these kind of threads <3



fuck you all

Jan 12 2009, 3:41 am Syphon Post #7



The firegraft edit does work for buildings, I've used it.



None.

Jan 12 2009, 4:56 am RoryFenrir Post #8



3. Okay, thanks corobo for the help, i got it working now.
I just have one problem with the ups though, for somereason the ultra ups dont work, when ever i open the submenu and mouse over it crashes. In the reqs i have:

Must be broodwar
Current unit is
lair
or
Current unit is
hive
is not training or morphing.

I copied and pasted the button right from ultra cavern so it should work right?


5-7 I decided to try making the nuke a spell similar to yamito gun. I made custom spells in my old mod but if forgot how to. In this i would like having afew custom spells for both sides. I want to keep current yamito, ill change it to some missle barage or something, but i want to make afew of the other spells attack aswell. Should i mod unused spells like plauge and lockdown? What steps do i need to take to make the button apear on the unit and then getting it to attack with what i tell it to in datedit? I know i need spellcaster box checked but buttons still dont show up. (i have use tech reqs taken set for the unit)



None.

Jan 12 2009, 6:00 am modmaster50 Post #9



2. I had the exact same problem in SCNA. Custom building morphs epic failed. It was never solved for me, so I would suggest not using building morph.

3. For menu crashes, I wouldnt suspect the requirements. Usually its strings, but...why would there be a problem with strings if you copied from cavern? Check them anyways.

5-7. Try the method I posted. http://www.staredit.net/topic/5497/

Or you could just mod the targetting (use weapon target) and the spell's weap in DatEdit to replace it.



None.

Jan 14 2009, 1:02 am RoryFenrir Post #10



Okay, i got the spells to work (for the most part) but i have some more problems.

8. One of my spells, a high damage melee attack that i modded from plauge doesnt work. It runs the spell script, but doesnt do any damage and it doesnt attack useing the targeting check boxes (I only have mechanical checked and it can attack anything) i gave the unit plauge, and i copied the enteries from ultra attack to plauge, so it everything a normal melee attack has. Mechanical is the only targeting box checked. I remember there being something in datedit that you choose the targeting used, but i cant find it now.

10. im trying to make an addon beable to fly, i changed all the boxes in advanced tab to what they should be, i have a grp with enough frames, it has all the correct hearders and sections but right when the scv starts building it, it crashes, before it even shows construction graphics. (the construction in datedit terran medium.



None.

Jan 14 2009, 1:13 am Biophysicist Post #11



10: I'm pretty sure that's because you have the addon flag checked... Try clearing it and see what happens. (Assuming you didn't already do that...)



None.

Jan 14 2009, 1:20 am RoryFenrir Post #12



all it has is building, flying building, and mechanical.



None.

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