Like the title says, I need a little help getting the Spider Mine turned into a stationary defense turret.
I still want it to be placed like normal, when the Vulture places it and it burrows.
I still want it to UnBurrow to attack, but I want it to stay right where it was placed and to NOT play it's little walking animations.
This is how I want it to go...
Vulture places the mine,
The mine burrows,
An enemy gets within the mine's attack range,
The mine unburrows,
The mine attacks until the enemy unit is dead or moves out of range,
The mine burrows,
Wash and Repeat.
In Units.dat I have changed the Spider Mine's Ground+Air attacks to [91]Raider Gun
In Weapons.dat I have changed the [91]Raider Gun around to give it...
Fly & don't follow target
Graphics: 149 Burst Lasers
Icon: 332 Burst Lasers
X Offest 15 (for testing atm)
I have also extracted the VultureSpiderMine iscript since I'll need to mess with that file, this is where I'm scratching my head trying to remember how to pull this off.
Any help here would be nice.
Thanks
None.
Use an EXE edit to make the vulture spawn Floor Gun Traps instead of Spider Mines.
None.
Quote from name:TassadarZeratul
Use an EXE edit to make the vulture spawn Floor Gun Traps instead of Spider Mines.
I'm already using the Floor Gun Traps for something else...
While I'm at it, how can I get the Vulture to have more then three mines, say SIX mines?
EDIT: Nevermind, EXE edit to change initial Mine Count.
Post has been edited 1 time(s), last time on Sep 15 2009, 9:31 pm by Taligaro.
None.
You can use any of the traps. I doubt you're using all of them.
EDIT: To make the Vulture have more mines, you apply an EXE edit. It's easy.
None.
Quote from name:TassadarZeratul
You can use any of the traps. I doubt you're using all of them.
EDIT: To make the Vulture have more mines, you apply an EXE edit. It's easy.
While I appreciate the suggestion of using the traps, that is not the way I'm wanting to go with this.
I am needing to relearn all that I have forgotten in the 7 years of being out of the modding scene, and mainly iScripts. What better way to relearn then messing with the Spider Mine's iscript?
While changing the EXE to spawn a trap is easier(and too simple if you ask me), it doesn't help me learn iscripts again.
None.
Try finding the animation the mine calls when moving and putting attackwith opcodes in it. You'll need to get rid of any move opcodes in the animation as well.
None.
Okay, here is the .txt of the VultureSpiderMine
VultureSpiderMine iScript.txt
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Mon Sep 14 22:35:06 2009
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 258 SpiderMine (terran\Spider.grp)
.headerstart
IsId 87
Type 26
Init SpiderMineInit
Death SpiderMineDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking SpiderMineWalking
WalkingToIdle SpiderMineWalkingToIdle
SpecialState1 SpiderMineSpecialState1
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built [NONE]
Landing [NONE]
LiftOff [NONE]
IsWorking [NONE]
WorkingToIdle [NONE]
WarpIn [NONE]
Unused3 [NONE]
StarEditInit [NONE]
Disable [NONE]
Burrow SpiderMineBurrow
UnBurrow SpiderMineUnBurrow
Enable [NONE]
.headerend
# ----------------------------------------------------------------------------- #
SpiderMineInit:
imgul 259 0 0 # SpiderMineShad (terran\tsmShad.grp)
SpiderMineWalkingToIdle:
playfram 0
goto SpiderMineLocal00
SpiderMineLocal00:
wait 125
goto SpiderMineLocal00
SpiderMineDeath:
imgol 429 0 0 # Spidermineexplosion (thingy\tmnExplo.grp)
wait 1
end
SpiderMineWalking:
playsnd 355 # Terran\VULTURE\TVuMin00.WAV
move 16
wait 1
playfram 0
move 16
wait 1
playfram 1
move 16
wait 1
playfram 2
move 16
wait 1
playfram 3
move 16
wait 1
playfram 4
move 16
wait 1
playfram 5
move 16
wait 1
playfram 6
move 16
wait 1
playfram 7
goto SpiderMineWalking
SpiderMineSpecialState1:
castspell
sigorder 1
goto SpiderMineLocal00
SpiderMineBurrow:
nobrkcodestart
imgol 423 0 0 # Unknown423 (thingy\bDust.grp)
playsnd 354 # Terran\VULTURE\TVuMin01.WAV
playfram 8
wait 1
playfram 9
wait 1
playfram 10
wait 1
playfram 11
wait 1
sigorder 4
nobrkcodeend
goto SpiderMineLocal00
SpiderMineUnBurrow:
nobrkcodestart
imgul 423 0 0 # Unknown423 (thingy\bDust.grp)
playsnd 354 # Terran\VULTURE\TVuMin01.WAV
playfram 10
wait 1
playfram 9
wait 1
playfram 8
wait 1
playfram 0
sigorder 4
nobrkcodeend
goto SpiderMineWalkingToIdle
So from what you said, I should take this part:
SpiderMineWalking
SpiderMineWalking:
playsnd 355 # Terran\VULTURE\TVuMin00.WAV
move 16
wait 1
playfram 0
move 16
wait 1
playfram 1
move 16
wait 1
playfram 2
move 16
wait 1
playfram 3
move 16
wait 1
playfram 4
move 16
wait 1
playfram 5
move 16
wait 1
playfram 6
move 16
wait 1
playfram 7
goto SpiderMineWalking
...and turn it to this...
SpiderMineWalking Edited
SpiderMineWalking:
playsnd 355 # Terran\VULTURE\TVuMin00.WAV
attack
wait 1
goto SpiderMineWalking
...since it uses the same weapon for both air and ground attack, I just used 'attack' instead of 'attackwith #'
However, I have a nagging feeling I'm missing something...
None.
That should work. Go test it.
While you're at it, replace the "castspell" in SpiderMineSpecialState1 with "attack". Otherwise it might glitch up when the enemy is very close.
None.
Just did a quick test.
Two problems...
First...
stat_txt.tbl changes show up. However, new hotkey (D) for "
Vulture Sentry Drones" doesn't work.
Second...
Sentry Drones burrow when placed, unburrow when an enemy gets within attack range, attacks just fine.
HOWEVER, Sentry Drone goes BOOM if the enemy unit is too close.
IE, did a test run as TvP,
cheats 'show me the money' 'operation cwal' & 'black sheep wall' used to test faster
build Barracks then factory
built Vulture
build factory addon
teched mines
placed 3 mines at entrance to toss base
waited for zealots to get in range and watched
one mine attacked with the lasers, the other two blew up when the zealot was right next to them.
*scratches head*
None.
Goto the AI Actions tab in units.dat for the sentry drone and make it match another units'
or at least, make sure none of them say "Fatal"
None.
Well, I got it to work. Sort of.
The attacks worked just fine.
Changed the AI and it stopped blowing up.
Only problem is it doesn't want to burrow when placed, or after attacking.
Going to put this on hold for a few, I have plans to turn this into a Temporary defense unit, sort of like how the Broodling dies after a while. Need to research that...
None.
The Broodling timer is hardcoded to impact only that unit. Copy the name/graphics/stats/etc onto the Broodling, and use an EXE Edit to change the unit created by the Spider Mine command.
None.