I would like to make use of the hero units, but I need them to be different units from their standard counter parts. For example, Vulture and Jim Ranyor (vulture) both use the same GRP, but I want to make them completely different units with their own unique GRPs. What steps would I need to take in order to do this?
What I was thinking, and I'm not sure if this is right, is that I'm supposed to steal GRPs from other units I'm not using and just make changes in the iscript. I'm not using the enitre zerg race, so all those GRPs are up for grabs. If this is what I'm supposed to do, my custom GRP only needs 17 frames and most zerg units have way more than that. Would I need to repeat the frame set throught the 100+ frames accordingly? Or is there some way I can just make a few clicks in some program that will adjust the zerg GRP down to 17 frams.
Thanks in advance.
Post has been edited 1 time(s), last time on Apr 29 2009, 6:41 am by TriggR_HappE.
None.
you can use almost any image for any unit. Anything you see on the graphic dropdown box on the graphics tab of datedit is up for grabs. mineral fields, powerups, buildings, wall traps, beacons, mineral chunks, etc. etc.
You can redirect any of those above things to another graphic under the images.dat tab if you like as well. Now anything would be possible. Building overlays, shadows, etc. etc.
Gluck.
None.
Ok so how do I make something like a powerup GRP a 17 frame GRP?
None.
Just here for the activity... well not really
You could rip out Installation Doodads as well.
guy lifting weight (animated smiley):
O-IC
OI-C
"Oh, I see it"
In AO I jacked the following for unit and projectile graphics;
Every single critter.
Doodads.
Beacons.
Flags, powerups.
Special buildings.
Handful of unused objects.
Bunch of unused projectiles.
Couple of misc things.
So if you're itching for free flingies, there's some places to start looking.
But getting custom graphics for every single hero will be ridiculously difficult if not impossible if you want to hang onto the above. This is why I cannibalized two entire tilesets and the zerg race as well.
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.
I'm still having trouble with this. If I wanted to make Jim Raynor (vuluture) use khchunk.grp, I just need edit Raynor's iscript to:
Collapse Box
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Wed Apr 22 01:23:23 2009
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 396 KhadarinCrystal (neutral\KhChunk.grp)
.headerstart
IsId 86
Type 13
Init VultureInit
Death VultureDeath
GndAttkInit VultureGndAttkInit
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt VultureGndAttkInit
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle VultureGndAttkToIdle
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking VultureGndAttkToIdle
WalkingToIdle VultureGndAttkToIdle
SpecialState1 VultureSpecialState1
.headerend
# ----------------------------------------------------------------------------- #
VultureInit:
imgul 257 0 7 # VultureShad (terran\Vulture.grp)
playfram 0x00 # frame set 0
goto VultureGndAttkToIdle
VultureGndAttkToIdle:
wait 125
goto VultureGndAttkToIdle
VultureDeath:
playsnd 353 # Terran\VULTURE\TVuDth00.WAV
imgol 332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait 3
end
VultureGndAttkInit:
wait 1
attackwith 1
gotorepeatattk
goto VultureGndAttkToIdle
VultureSpecialState1:
attackwith 1
sigorder 1
wait 1
end
Right? Or am I completely wong? lol. Am I completely missing some step?
None.
Lol, you're editing a comment. Nope, it gets considerably complicated then that. In case you didn't notice, you're editing the vulture's iscript. You can change the ISID to the same one the new object is using inside images.dat and work from there.
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.
You can use the vulture iscript for the crystal in images.dat under iscript ID if your new crystal .grp is going to behave the same as your vulture. OR you can use the iscript for the crystal and modify that. In both cases the graphics in unit.dat will point to the crystal. Open some existing mods so you can see the runaround. LordA's mods always had a lot of runarounds. At least the ones I studied/dissected. Probably less confusing than anything I could describe anyways.
None.
Didn't work. I changed the iscript ID for the crystal in images.dat from 219 (default) to 88 (that of the vulture) and it just gives me a normal jim raynor vulture.
None.
Didn't work. I changed the iscript ID for the crystal in images.dat from 219 (default) to 88 (that of the vulture) and it just gives me a normal jim raynor vulture.
In dat edit, go to the image tab. Find the vulture and change the image it uses to that of the crystal. Save.
Didn't work. I changed the iscript ID for the crystal in images.dat from 219 (default) to 88 (that of the vulture) and it just gives me a normal jim raynor vulture.
In dat edit, go to the image tab. Find the vulture and change the image it uses to that of the crystal. Save.
Lol still get a normal jim raynor vulture.
The only thing that seems to switch the graphics is changing it in units.dat, but then I have a jim raynor with the graphic I want that acts liike a crystal (can't move or do anything).
Post has been edited 1 time(s), last time on Apr 24 2009, 3:52 am by TriggR_HappE.
None.
Did you save the file correctly and add it to the MPQ? Because I'm 100% positive it should change it.
Did you save the file correctly and add it to the MPQ? Because I'm 100% positive it should change it.
I think I did it right. Saved it as images.dat. Added it to the MPQ after arr\.
Edit: I tried this with the guardian grp and it worked just fine, so maybe it's just and issue with the kh crystal. Although this really doesn't help, I want the normal vulture and the jim raynor vulture to have separate grps. After doing this, they're still both using the same GRP, it's just a different one.
Post has been edited 1 time(s), last time on Apr 24 2009, 4:35 am by TriggR_HappE.
None.
You can't even select Jim Raynor vulture in images.dat, or any duplicated hero for that matter. So I can't change ISID numbers or images for Jim. And changing things for the normal vulture seems to also take effect for Jim Raynor, so I'd assume that even if I could make edits to Jim Raynor, they'd also take effect for the normal vulture.
So basically I would have to make the crystal use the vulture's iscript, considering that's the only other change I can make, which isn't making Jim Raynor use a different GRP at all. That's just trying to make the crystal a movable unit.
Is making hero units use a different GRP than their normal counterparts even possible? And if it is, I really don't see how we're on the right track here.
None.
Ya. Raynor is using the vulture's graphic, ect. Same with all of the other heroes.
In units.dat you can change which graphic they are using.
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.
When I do that it changes the graphic and everything reads as if it's Raynor, which is exactly what I wanted except it doesn't move. It was also always facing down after being built, so I checked that the image for the kh crystal turns in images.dat and that made it build in random directions. But for some reason it still seems to not move and crash when I give it an order to move.
Edit: Woot!!!!! figured it out.
1. Change Raynor graphic to kh crystal in units.dat
2. Make kh crystal turnable and use full script in images.dat
3. Give kh crystal top speed, acceleration, etc and set move control to flingy in flingy.dat
Thanks for the help
Post has been edited 1 time(s), last time on Apr 24 2009, 9:48 am by TriggR_HappE.
None.
New question (I hope it's ok to highjack my own thread)
How would I go about making an air unit, wraith in specific, act as a ground unit? Dissabling flag "flyer" in units.dat does not affect it. As far as I can tell, there's nothing in the iscript that would allow me to make this change, but I'm no expert. (Can someone please check this?)
All help is greatly apprieciated.
None.
Disabling flyer should make it a ground unit.
Also, set its animation level in the Graphics tab to a ground-level number, to make it look "grounded".
None.
Also, change it's imgul opcode to something like "[ID] 0 10" so that the shadow appears very close to the Wraith itself. This will make it look grounded. Animation level only determines which images are shown on top/underneath each other. E.G. 7>3, therefore a 7 unit will appear over top a 3 unit.