Well, the thing is it...
I need to replace the Map Revealer unit, not eliminate it but put it into other unit ID (a building one). This is because I'm making another units, and want that them have all of the sounds sets. Building IDs don't have all sounds (just the What ones), so I want to get the Map Revealer (ID 101, a normal unit), and change it to other ID greater than 106 (buildings).
The problem is, the replacement failed. The new Map Revealer is visible!!
I've changed Firegraft stuff and, of course, .dat stuff. Is it because the Map Revealer IS a unit and can't be a building? Or buildings can't cloak? I believed that buildings can cloak... but it doesn't appear to be that type of error....
Thank for helping me...
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Map revealer be hardcoded methinks
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If I understood you right, you want an entirely invisible building, right? I think you need to remove all playfram and imgol/imgul/sprol/sprul opcodes in that unit's iscript. Or you can just blank out the GRP (make all the frames entirely transparant). Unfortunatly, you won't be able to see it in the campaign editor, either...
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Add tmprmgraphicstart to the building's Init block in its iscript.
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Quote from name:James Buchanan
If I understood you right, you want an entirely invisible building, right? I think you need to remove all playfram and imgol/imgul/sprol/sprul opcodes in that unit's iscript. Or you can just blank out the GRP (make all the frames entirely transparant). Unfortunatly, you won't be able to see it in the campaign editor, either...
Mmm, that's strange because I'm using the Map Revealer's script.....and it's very simple....
i'm gonna try that, and the tmprmgraphicstart ForTheSwarm suggested, thanks.
I thought that blank frames makes SC crash...aren't they?
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No, by "blank", I meant entirely transparent.
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That's exactly what tmprmgraphicstart does. tmprmgraphicend makes it visible again.
I think they stand for "temporary remove graphic start/end".
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When I toyed with the idea of invisible minerals for Ad Astras to get the AI to work, my tests found that a total transparent image crashed the game. A 1x1 colored pixel however did not and was effectively invisible. Tho my experiments could have been tainted by other variables. If a 100% transparent .grp is stable, then this would be good to know. Other graphics can be completely blank, so this is something that needs retesting.
To complete the invisible spoof, a blank wirefram, a blank sting + the unit should have the invincible tag to remove the health bar. For the selection circle, this is a bit tricky. You can modify a sel circle that you won't use as long as you remember to reroute any that will use it. This may be more work than its worth tho. In the case of "invincible" units, one of the dashed circles can be used for a blank, since there shouldn't be a death of unit. Dashed selection circles can't be used where the unit will be removed.
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When I toyed with the idea of invisible minerals for Ad Astras to get the AI to work, my tests found that a total transparent image crashed the game. A 1x1 colored pixel however did not and was effectively invisible. Tho my experiments could have been tainted by other variables. If a 100% transparent .grp is stable, then this would be good to know. Other graphics can be completely blank, so this is something that needs retesting.
To complete the invisible spoof, a blank wirefram, a blank sting + the unit should have the invincible tag to remove the health bar. For the selection circle, this is a bit tricky. You can modify a sel circle that you won't use as long as you remember to reroute any that will use it. This may be more work than its worth tho. In the case of "invincible" units, one of the dashed circles can be used for a blank, since there shouldn't be a death of unit. Dashed selection circles can't be used where the unit will be removed.
The mineral shadows in Soothsayer are 100% #000000 grps, and it does not crash.
Also, can't you just make them unelectable by unchecking clickable in images.dat, and checking single entity in units.dat?
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Pure black .grps are UNSTABLE, they might not crash, but they usually do.
PyMS and ProTRG developer
You can modify a sel circle that you won't use as long as you remember to reroute any that will use it. This may be more work than its worth tho. In the case of "invincible" units, one of the dashed circles can be used for a blank, since there shouldn't be a death of unit. Dashed selection circles can't be used where the unit will be removed.
Also, Heinermann has pointed out that the selection circle should be able to reference any images.dat entry after the base entry, not just the default that DatEdit allows you to choose. This would allow much more freedom with selection circles, though I have not tested it. If it works nicely it will surely be in the next PyDAT.
So your experiments with pure transparent .grps were stable? Interesting. Single pixel .grps are pretty invisible tho.
Also, can't you just make them unelectable by unchecking clickable in images.dat, and checking single entity in units.dat?
I'll have to experiment with that. I know that I tried some .dat manipulation before and it didn't result in a non-selectable unit.
Quote from name:Richard Nixons Head
The mineral shadows in Soothsayer are 100% #000000 ...
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I gotta jump on the soapbox for this. You can't keep associating colors with palette indexes. I know you 2 are fully aware of this, but others esp. newbies just get so confused by the whole palette color thing. Esp. wireframs! Black isn't what makes the .grp transparent, its the index. Frankly Black is a terrible color to use for your transparency because too many other SC colors are already too close to that one. I have been using a neon green now for the past year or so, and will never go back. I suggest that PAL PACK and any other future SC Palette represent transparent something other than #000. Black is a shitty color to use.
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isn't that still black?
if not, then yes I'm happy.
GREEN #00ff00 FTW. Does FTW stand for "for the win?"
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PyMS and ProTRG developer
Heh, he was talking about the "using a color instead of palette index" thing, saying index 0 instead of color #000000. Dunno why he used hex though
Heh, he was talking about the "using a color instead of palette index" thing, saying index 0 instead of color #000000. Dunno why he used hex though
Because the index is a byte, and the values are traditionally shown in hex? 0x00 - 0xFF.
And yes, 0x00 is the very first colour in the palette, whatever that is. Transparent.
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PyMS and ProTRG developer
Yeah the index fits in a byte, doesn't mean it is exclusively stored as a byte. And that doesn't effect why you put it in hex. I've never seen a program display palette indexes as hex, there is just no point.
Dammit! The blank (trasparent, black, #000000, etc.) frames crashes. I've done before 1x1 pixel frames for some units, they doesn't crash the game. The bad part is that they are visible.... no matter what color I use, there will be a tilest where the pixel will contrast and be very visible. I'm gonna try changing the status preset of the unit, again, for the unselectable option or another.
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Use tmprmgraphicstart like FTS suggested?
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