Staredit Network > Forums > Modding Assistance > Topic: Ammo runs out???
Ammo runs out???
Jan 24 2009, 12:23 am
By: Yawgmoth  

Jan 24 2009, 12:23 am Yawgmoth Post #1



I've been working with the "Unused" weapons, to give different weapons to units that don't have them.

More specifically, I've modificated the script of the Zerg Zergling to give it an Air Weapon. I made the Zergling to "jump", toggling the "setvertpos" option code until desired.

It worked! A jumping Zergling that is capable of hitting the ships to annihilate them with a swarm of jumping brothers.

The weapon I used was originally called "Missiles (Unused)". I thought "mmm... maybe it won't work 'cause the nature of the attack is not a missile....is a scratch or something like that....

Setting the weapon to use the sprite "White Circle (Invisible)" (used by the firebat's flamethrower), and the damage, distance and the other stuff, i made a test map with a bunch of this zerglings.

the thing is: "It worked !", i shouted, so I use the zergling in my maps.

in one of the maps, which consist purely a "cinematic", there were around 2000 - 3000 units to be created in intervals of time. When the action was massive, i noticed that the zerglings didn't hitted every time their target ships (the ground attack was ok.....). What happened? The "ammo" of the weapon ran out?

I did a test with other units with missile-type weapons in a full-scale war. the result? valkyries that didn't spitted halo rockets, goliats that launched only one missile at times...... weird.....

Starcraft had a sprite limit?? I don't know if it is true, but I've heared about that. Or it's comething else? The unused weapon is defective, maybe???

Thanks to those who read this post entirely.... It'll be greatly appreciated.....



None.

Jan 24 2009, 12:44 am Symmetry Post #2

Dungeon Master

Any unit that uses a sprite to deal damage will not do damage when the sprite limit is reached. If you go into your zergling's opcode and use the same opcode for its air attack as it normally has for its ground attack, it should deal damage despite the sprite limitations.



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

Jan 24 2009, 9:18 am NightKev Post #3



Wasn't there a mod that removed (or at least, greatly increased (65535?)) the sprite/unit limit?



None.

Jan 24 2009, 3:25 pm Symmetry Post #4

Dungeon Master

Quote from NightKev
Wasn't there a mod that removed (or at least, greatly increased (65535?)) the sprite/unit limit?

There was an MPQDraft plugin, yes, but it doesn't work for the current version.



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

Jan 24 2009, 9:07 pm Yawgmoth Post #5



Quote from name:Killer_Kow
Any unit that uses a sprite to deal damage will not do damage when the sprite limit is reached. If you go into your zergling's opcode and use the same opcode for its air attack as it normally has for its ground attack, it should deal damage despite the sprite limitations.

Ok, so the limit exists.... Is it about 10000, i guess?

The alternative you explain results in a weapon that deals no damage, i've already tried. The damage, for some reason, can't be melee and deals no damage with the "Scourge" sprite in the "Graphics" option of DatEdit/Arsenal/ArrEdit program, if the target is a flying unit. You are referring to the "attackmelee" opcode. I think I'm gonna reduce the number of units in the war, after all... :(

(unless somebody else had a better alternative)
Thank you all for your answers!!



None.

Jan 25 2009, 1:27 am Symmetry Post #6

Dungeon Master

Quote from Yawgmoth
Ok, so the limit exists.... Is it about 10000, i guess?

The alternative you explain results in a weapon that deals no damage, i've already tried. The damage, for some reason, can't be melee and deals no damage with the "Scourge" sprite in the "Graphics" option of DatEdit/Arsenal/ArrEdit program, if the target is a flying unit. You are referring to the "attackmelee" opcode. I think I'm gonna reduce the number of units in the war, after all... :(

(unless somebody else had a better alternative)
Thank you all for your answers!!

Really? Maybe it's hardcoded to ground attacks. That's interesting.



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

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