Staredit Network > Forums > Modding Assistance > Topic: Trying to recreate SCII Mothership - Done!
Trying to recreate SCII Mothership - Done!
Jan 24 2009, 9:57 pm
By: Yawgmoth  

Jan 24 2009, 9:57 pm Yawgmoth Post #1



As the Title descripts, i'm trying to make a version of the Protoss Mothership, and i'm having some problems.

Maybe it will be impossible with the way i'm using, so i request some help.....

First, i've done all of the basics with the following specifications:

- The whole unit is separated in the base-turret way. Now it's just the Uraj Crystal with an overlay that rotates.

This is because the Mothership is always rotating, and the script (iscript.bin) is always interrupted when the unit attack, so, i preferred to separate the unit in an "attack/move" unit and a "rotating" unit.

- For this case, turret doesn't have the weapon as the goliat/tank/missile turret. The base have the weaponry.

- The turret is the khalis crystal.
- The base is the uraj crystal

Maybe if I change this it'll work better, but I don't think so....i made a protoss high templar from the psi emitter, with the ability of cast recall, emp shockwave an irradiate....

- Weapons are added to the base as i said, and it's the same for gnd and air.

Now, the more advanced details:

I modificated the units in datedit, specificating the khalis crystal with same configuration as turrets (goliat turret to be more specific). Then indicated in uraj crystal the khalis crystal as subunit
. Changed the khalis crystal to normal unit without orders.

In Firegraft, added the commands to make the unit move (it's a powerup...), and changed type to normal unit w/ basic commands.

The script...

The rotating unit worked. It...rotates....and has the same type of commands that goliat turret's script.. The rotating unit is only an overlay......

the attack-and-move unit also worked separately (before i included the subunit/no move/no attack stuff). It's the crystal, moving without hadow, and launching multiple plasm balls...cute.

the problem is in the union. The LO file thing. I used datedit to specify the LO file the turret will use. I used the goliat one. Is it ok? Or i'm doing something (or allthing....) wrong??... Changed to overlay.....

Now the graphics are a little complicated. I searched for that SC2 flash where the ship stands alone and rotating, but it appears the whole starcraft2.com to be offline.....Does anybody has that video, or a link to it, or the other flashes??

Thanks for reading the whole post!

I've already finished the Protoss Mothership!! Here's a screenshot:[color=#86EE59]



Post has been edited 5 time(s), last time on Feb 1 2009, 7:35 pm by Yawgmoth. Reason: Finished features....



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Jan 24 2009, 10:38 pm poiuy_qwert Post #2

PyMS and ProTRG developer

The LO? file depends on where you want the turret placed, if you want it where the goliath puts its turret or it doesn't matter then it should be fine as long as it has enough frames. Anyway, It would have been much easier to just use an underlay that rotates.




Jan 24 2009, 11:00 pm Yawgmoth Post #3



Quote from poiuy_qwert
....Anyway, It would have been much easier to just use an underlay that rotates.

True. I didn't count that!! Blind of me.... Good advice, i'll put it on today.... that stupid LO needs too much frames so maybe there was a conflict with the script or the units.dat...

Thank you! Now i need to finish the graphics and mothership will be ready....(I expect..... :rolleyes: )



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Sep 24 2009, 12:06 pm KooKsTeR Post #4



share the love? I sure would love to use this if you are willing to share



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Sep 25 2009, 5:29 am Alzarath Post #5

Praetor

Awesome. I must see it in action. :)

Edit: Ewwww, just noticed this is actually a necroed thread. Good going guy above me. :(



None.

Oct 6 2009, 7:05 pm Yawgmoth Post #6



Sorry for the insane delay (eight months!! :bye1:).....

I've been working hard on the graphics, to make them more SC like, and not so SC II...

I'm gonna share the complete SC II Protoss Mothership for SC. The included .rar has the graphics and the codes to make the unit playable in 1.15.0 (the version I used, but it should work on any other version of SC). Just extract the "mothership" folder and start to use the files, change names, distribute them in a patch_rt.mpq and iscript.bin, or use them in a mod.

However, this release won't include the best of my work, because I'm still working in seven of the frames. The purpose of this release is to show you how the Mothership I made works, so I've included in the attached .rar the iscript codes for the whole unit.

Also, I've included the .grp, with all the graphics I used to give the ship a custom flavor. Of course, all of the files are optional, as you can give the unit any weapon (just make sure you make the proper changes in the code given).

I decided to share several other graphics, like the weapon, and some nifty (at least to my eyes....he he) overlays to make the unit more sophisticated. Again, everything is replaceable.....

I'm glad to have the opportunity to contribute something to the community.

There won't be any screenshots now, because all you need to use and watch the unit is in the .rar attached to the post.

Well, this is it, I apologize for the delay....

More information in the included readme (you'll need it.....)

Enjoy!!

Attachments:
mothership.rar
Hits: 10 Size: 258.84kb



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Oct 7 2009, 6:56 am KooKsTeR Post #7



Nice, I am just curious about the various dat changes and firegraft changes you did. Also I like the black hole animation you did, but did you successfully create the spell? and other abilities?



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Oct 7 2009, 7:14 pm Yawgmoth Post #8



The .dat changes are pretty simple. I used the Rhynadon neutral unit. Flyer, Hero, Robotic, Single Entity, Large Overlays, Animation level of 18, to make the unit fly at the highest level. Also, I gave the "Cloak Nearby Units" script in the AI Actions.

The Air weapon is the Pulse Cannon, with "Factor" of 2 "Attack 3x3 Area" behavior, and an "Attack Angle" of 64. You can try other combinations and flingy speed to have weird bullet behaviors.
Another data for the weapon is not so important, as the flingy makes almost all the work, with average speed and a little Radius.

The ground weapon is an unused weapon. Behavior is identical, just minor changes in the flingy to make the trajectory little different.

The Firegraft changes are in the Exe Edits (that's some I should include in the Readme....). You must change the "Uncloakable Units", quitting Danimoth (for my case) and putting the ship. I don't remember if you must change the order too.... but if so, just add the entries.

I haven't made any spells for the Mothership. The uber-Recall is to make the Mothership's entrance. Look at the script.

I don't know if I'm going to make them, anyway, but the ground weapon is big enough to make it a spell. Also, it has a long explosion duration (which can be even longer), to make the Planet Cracker spell (it'll be in the target area, obviously....).



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