I had an idea for how to do this but I can't figure out how to explain it, so I'm just going to give an example and hope you can figure it out. It would give the Vulture the ability to turn into a stationary turret. (You'd need to give it some spell and the vulture would transform when the player casts the spell. Also, the unit MUST use iscript.bin [NOT flingy.dat] control for its movement.)
Pick any two images, in addition to the Vulture. (I'll call them FormA and FormB for now.)
First, the iscript for the Vulture itself:
Init: VultureInit
GndAttkInit: VultureLol
GndAttkRpt: VultureLol
GndAttkToIdle: VultureLol
Walking: VultureLol
WalkingToIdle: VultureLol
CastSpell: VultureLol
Death: VultureDeath
VultureInit:
imgol <image ID of "FormA" image>
<whatever you want>
goto VultureLol
VultureLol:
wait 1
goto VultureLol
VultureDeath:
<whatever you want>
FormA's iscript:
Init: FormAGndAttkToIdle
GndAttkInit: FormAGndAttkInit
GndAttkRpt: FormAGndAttkInit
GndAttkToIdle: FormAGndAttkToIdle
Walking: FormAWalking
WalkingToIdle: FormAGndAttkToIdle
CastSpell: FormACastSpell
Death: FormAGndAttkToIdle
FormAGndAttkInit:
<whatever you want>
attackwith 1
<whatever you want>
gotorptattk
goto FormAGndAttkToIdle
FormAGndAttkToIdle:
wait 1
goto FormAGndAttkToIdle
FormAWalking:
<whatever you want>
move <some number>
<whatever you want>
goto FormAGndAttkToIdle
FormACastSpell:
imgol <image ID of FormB image>
end
And FormB's iscript:
Init: FormBGndAttkToIdle
GndAttkInit: FormBGndAttkInit
GndAttkRpt: FormBGndAttkInit
GndAttkToIdle: FormBGndAttkToIdle
Walking: FormBGndAttkToIdle
WalkingToIdle: FormBGndAttkToIdle
CastSpell: FormBCastSpell
Death: FormBGndAttkToIdle
FormBGndAttkInit:
<whatever you want>
useweapon 27 #Duke Siege cannon (I think)
<whatever you want>
gotorptattk
goto FormBGndAttkToIdle
FormBGndAttkToIdle:
wait 1
goto FormBGndAttkToIdle
FormBCastSpell:
imgol <image ID of FormA image>
end
Note that this has NOT been tested, but I've used something very similar.
Also, note that all three images (base unit, FormA, and FormB) will need to have the same number of frames. Also, any animation that one form can call must be defined for all three images. (eg. if you notice, FormB has Walking and WalkingToIdle animations.)
There are a few problems with this technique. First, the players will get the "Select Target" thingy, which would look somewhat stupid. Secondly, both forms will still be the same unit, which causes some weird problems. For one, if one form has an air attack but the other form doesn't, the form without the air attack will still try to attack air. Secondly, even if one form is immobile, it can still be ordered to move (but it won't actually move).
None.