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Staredit Network -> Modding Chat -> Iscript "Unknowns"
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-17 at 15:22:17
That's the ConstrctHarvst one, I'm pretty sure I solved it but I can't compile with my IceCC anymore to test it...

the only thing I'm not sure about, is if it runs constantly while burrowed, or if it's just something left over from the beta.


P.S. don't send this to the tutorial database, I plan to finish my Iscript testing before I submit it...
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-17 at 15:24:53
More stuff? Like what? What _38 is?
**Waits impatiently for revelations**
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-17 at 15:26:51
I have a theory for what __38 is, but it's a bizarre theory that I can't test by myself...

"I think it creates a images overlay using Id # (counting up from Id #430,
430 being 0, 431 being 1, etc), and the LOS file associated with in it's
images.dat entry (Overlay 3) for it's position during each frame."


by the way, untill I submit my tutorial you can find all of my information in my "Editing Info" textfile I've been sharing.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-17 at 15:32:27
I think you're right. It never takes an argument >5, which would be 434, which is the last puff other than the tiny ones depleted geysers make. It definitely is "display overlay" or some sort...

Speaking of overlays, is there any command to specifically REMOVE an overlay?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-17 at 15:35:01
Yes there is, every overlay uses it's own Iscript, so all you have to do is place a 'end' command in it's iscript tongue.gif

P.S. I attached the new version of my iscript editing textfile in the "How To Write a StarCraft MOD" topic.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-17 at 15:50:05
I know, but if a graphics spawns a flame overlay, the flame will never call its "death" script, and I don't want to put an "end" in because buildings need flames on them...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-17 at 16:06:35
The way it works is by making the fire activated via Images.dat, and the iscript of the fire has end command to remove it.

It's activated by the lof file in images.dat's Overlay 2 slot, and I think the fire file it uses is hardcoded to the lof file Id #.
Report, edit, etc...Posted by L-inspecteur_Chocolat on 2006-08-19 at 12:01:45
Unknown27 has to do with set doodad state for sure. There is an initial enable animation, an enabled animation, an initial disable animation, and a disabled animation. I know this because I've done some work with iscript, and I'm planning to patch every set doodad state crash if I can get information on bwscript.bin. If not, then I will patch plenty anyway.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-19 at 13:49:26
Did you actually find a entry that used it? blink.gif (wonderring if you have proof, or if it's just a guess)

Well, I hope you're right since I added it as the description... (I gave you credit, in case you're wonderring tongue.gif )
Report, edit, etc...Posted by L-inspecteur_Chocolat on 2006-08-19 at 14:31:55
Unknown 27 is either the disable or enable animation. It can be tested, although I cannot get ICE working atm. It's the reason why several disabled units crash, and why others crash after being enabled. The animation is either a buffer overflow, or there is none. The reason the marine makes that wacky gun loop when disabled is because it's a buffer overflow. if you open ICE and go to the marine, and set its animations to 28, and check the last one, I think it is there.
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