Staredit Network > Forums > Modding Assistance > Topic: Warp flash & Spawned as a sprite
Warp flash & Spawned as a sprite
Mar 19 2009, 9:49 am
By: IskatuMesk  

Mar 19 2009, 9:49 am IskatuMesk Post #1

Lord of the Locker Room

My attempts to spawn a sprite overlay (sprol0f) using a Warp Flash have all resulted in a crash, supposedly when the warp flash's animation ends.

The warp flash is identical to every other warp flash, minus using the new unit's graphic. I had to create a sprite entry for it to spawn it independently as to leave a glowing trail. Unfortunately I presume there's something wrong with the warp flash hardcode or rendering parameters in some way that doesn't like being spawned as a sprite.

Unless there's something else I'm missing? Perhaps someone else has attempted this and succeeded?

I specifically want a sprite overlay, so it acts as a trail. I know image overlays work fine.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Mar 19 2009, 9:53 am Biophysicist Post #2



Workaround: Spawn an invisible sprite that spawns the warp flash as an image.



None.

Mar 19 2009, 4:12 pm Sand Wraith Post #3

she/her

If it's a glowing trail for when something is moving, you could always just look off of the High Templar's script, since it leaves a trail of the blue floaty illusion things.




Mar 19 2009, 6:38 pm Yawgmoth Post #4



Do you want to make a trail with the warp flash features? If so, you should work the images.dat that belongs to the sprite you are using for the trail and give it the "Warp Flash" remapping....

Or are you trying to sprol an image that has a warp flash script? That's a crash.

You should spend three scripts in that unit. One for the warp, one for the trail and the other for the unit. The warp flash image doesn't need a sprites.dat entry. Copy the High Templar's Trail script and make the new script for the warping-like trail. That should works.



None.

Mar 19 2009, 10:56 pm IskatuMesk Post #5

Lord of the Locker Room

Quote from Yawgmoth
If so, you should work the images.dat that belongs to the sprite you are using for the trail and give it the "Warp Flash" remapping....

Um.
Quote
My attempts to spawn a sprite overlay (sprol0f) using a Warp Flash have all resulted in a crash

Quote
Or are you trying to sprol an image that has a warp flash script? That's a crash.

Quote
My attempts to spawn a sprite overlay (sprol0f) using a Warp Flash have all resulted in a crash

Quote
You should spend three scripts in that unit. One for the warp, one for the trail and the other for the unit. The warp flash image doesn't need a sprites.dat entry. Copy the High Templar's Trail script and make the new script for the warping-like trail. That should works.

The High Templar has a unique overlay, not a warp flash. You can't just "copy" it for a different unit, especially for one that doesn't look remotely like a high templar. Unless you are a photoshop genius and feel like taking my 1k+ frame Syrius graphic and making me a 3k-4k frame overlay sprite. That would be awfully nice of you. (Actually, screw that, I don't have the free iscript space to spare for a 4k overlay.)

Also you just repeatedly exactly what the first guy said.

Quote
Workaround: Spawn an invisible sprite that spawns the warp flash as an image.

Which is probably what I'll do.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Mar 20 2009, 12:00 pm Symmetry Post #6

Dungeon Master

In IC, I made the high templar trail use the warp flash remapping. Why would it have worked for that but not you?



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

Mar 20 2009, 12:48 pm Yawgmoth Post #7



Quote
The High Templar has a unique overlay, not a warp flash. You can't just "copy" it for a different unit, especially for one that doesn't look remotely like a high templar. Unless you are a photoshop genius and feel like taking my 1k+ frame Syrius graphic and making me a 3k-4k frame overlay sprite. That would be awfully nice of you. (Actually, screw that, I don't have the free iscript space to spare for a 4k overlay.)

Also you just repeatedly exactly what the first guy said.

Quote
Workaround: Spawn an invisible sprite that spawns the warp flash as an image.

I've never said this, or meant to say it.

I'm not a fortune teller. I didn't know you had run out of scripts.....

Of course you can't copy the script. It has different tag names and plays different sets of frames..... The images, I believed that didn't matter their sizes because the script only tell them a sequence to play, and doesn't care about the image size. I've worked with 255x255 frames and 1x1 frames in the same script sequences (different IDs of course....) and they worked.

My attempts to spawn a sprite overlay (sprol0f) using a Warp Flash have all resulted in a crash[b][quote]

So? Using a Warp Flash? You mean a Warp flash as script, as image remapping, or what. Major trails are underlays, aren't them?

Whatever, I only wanted to help. Never mind. These pros.



None.

Mar 20 2009, 3:03 pm IskatuMesk Post #8

Lord of the Locker Room

It is difficult to comprehend your posts. You are unclear and seem very confused. I outlined exactly what I was doing in my post.

Quote
My attempts to spawn a sprite overlay (sprol0f) using a Warp Flash have all resulted in a crash

This line outlines two major points for you to consider. By saying sprite overlay, I am automatically entailing the creation of a sprite through spawning it via a sprite overlay, hence the sprol0f, to clearify. The "using a Warp Flash" entails that I am using warp flash settings in Images.dat. I don't know how else you could interpret that.

You seem to also misunderstand how the High Templar's trail works. It's not actually a trail at all. It's an image overlay. The overlay is only a single sprite that is not independent, and its set of frames contain the entire "trail" animation. The high templar's trail cannot be used as a basis for my trail for several reasons.

- It's a graphic trail of a high templar. It looks like a high templar, tastes like a high templar, feels like a high templar, and gives terrible head like a high templar. It's probably a high templar. (pteglow.grp, check it out) It's also spawned as an image overlay, I believe. Making the image overlay have the warp flash is exactly the solution suggested @ Kow.
- High templar are too small and their animations don't remotely resemble Syrius'. Using this overlay effect at intermediate spawns in her teleport animation would just look broke.
- The High Templar's overlay trail has probably 1/8 the frames of Syrius and would likely crash or produce other problems of the sort.

Almost all trails, like those seen in missiles, are sprite overlays.

While I understand your desire to help, and I appreciate it, I would believe I explained everything necessary for the question to be answered. You came to this conclusion by the end of your post and brought up the same suggestion, in different wording, than the first reply. Which kind of made the rest of your post look extremely silly.

(Actually I think the HT's trail might be spawned as a sprite, I can't recall, my reasoning still remains on how it doesn't work for my unit.)

/edit

Okay I would have had a video for you but it looks like xfire saves videos in some stupid format that breaks cross conversion.

Post has been edited 4 time(s), last time on Mar 20 2009, 3:21 pm by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Mar 20 2009, 3:23 pm Yawgmoth Post #9



I can't see youtube. I'm at job and don't control the firewalls that block it.

Never mind. Your idea is really complicated and I suppose that is important to make it in your mod, so I think you should add another script separated for the unit's trail, thus eliminating something no so important. I don't imagine how are you going to make a trail without its respective script entry.

Oh, and my posts are often a little bit difficult to understand because English is not my home language. I try to write in the best way I can. I apologize if it is sometimes a little weird to read.

Post has been edited 1 time(s), last time on Mar 20 2009, 3:28 pm by Yawgmoth.



None.

Mar 20 2009, 3:25 pm IskatuMesk Post #10

Lord of the Locker Room

My intention is to do the following.

I'll first create an independent trail virtually indentical to the warp flash, except it won't be a warp flash, it'll be totally invisible. This will use followmaingraphic to catch Syrius' current frame. Then, this will spawn the warp flash as an image overlay on itself. The warp flash will then use its followmaingraphic to take that frame from the parent.

It's a bit of a backdoor, but if it works, I'll be pleased.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Mar 20 2009, 4:03 pm Yawgmoth Post #11



Quote from IskatuMesk
My intention is to do the following.

I'll first create an independent trail virtually indentical to the warp flash, except it won't be a warp flash, it'll be totally invisible. This will use followmaingraphic to catch Syrius' current frame. Then, this will spawn the warp flash as an image overlay on itself. The warp flash will then use its followmaingraphic to take that frame from the parent.

It's a bit of a backdoor, but if it works, I'll be pleased.

I'm not sure if this helps, but I've tried to use followmaingraphic for several unit overlays, and they follow the graphic of the main unit, and not the overlay one. But that's my experience, and maybe I've proceeded in a wrong way.



None.

Mar 21 2009, 2:15 am IskatuMesk Post #12

Lord of the Locker Room

No idea. It will all happen instantly, so as long as it doesn't crash it should be fine.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Mar 26 2009, 11:57 pm IskatuMesk Post #13

Lord of the Locker Room

The suggested alternative is still resulting in a crash.

I am going to modify the wait timer on a new warp flash header and see what happens.

/edit

Reducing wait time and even removing the followmaingraphic opcode does not stop the crashing. I have no idea what the hell is going on but it obviously doesn't work.

I'm going to try doing something else as an alternative.

/edit

I have been unable to get warp flash to work and my other idea doesn't look any good.

I am therefore going to scrap this whole idea.

Post has been edited 2 time(s), last time on Mar 27 2009, 12:13 am by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

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