Staredit Network

Staredit Network -> Modding Assistance -> looking for a mod
Report, edit, etc...Posted by EzDay281 on 2006-09-08 at 17:45:41
I don't see why people are posting at all if they're just going to say 'omg only minrals? u sux' or 'flamethrowers are the hardest to mod!'.
I'll start work on it, though don't be surprised if I never finish it. I can't remember the last time I've finished a mod or map.
Report, edit, etc...Posted by Kookster on 2006-09-08 at 18:51:28
ok so its done here it is now everyone stop being so negative, but be warned there are some glitches and no im not gonna spend time to find them all

ps i dont suggest using the arbiters, or corsairs but the carriers are pretty cool!!

http://www.savefile.com/files/49016
Report, edit, etc...Posted by Lord-Omega on 2006-09-08 at 21:09:14
QUOTE(kookster @ Sep 8 2006, 04:51 PM)
ok so its done here it is now everyone stop being so negative, but be warned there are some glitches and no im not gonna spend time to find them all

ps i dont suggest using the arbiters, or corsairs but the carriers are pretty cool!!

http://www.savefile.com/files/49016
[right][snapback]557497[/snapback][/right]



OMG! thank you! ok so how do i give you minerals now? crazy.gif

ADDITION:
QUOTE(Lakai @ Sep 8 2006, 12:55 PM)
Take the time u waste on sen and work on it
[right][snapback]557381[/snapback][/right]


when ever i get on staredit, its at school, so i cant work on it cause ill loose my computer privaliges for downloading stuff to make the mod, and i dont know how to do all the stuff.



and heres a list of bugs i've found for anyone who wants to know them and fix them. the first one is ironic.

1.When Firebat attacks game crashes.

I'll keep updating this.
Report, edit, etc...Posted by Laser_Dude on 2006-09-08 at 21:22:39
I think this mod could be flamed!
Report, edit, etc...Posted by Kookster on 2006-09-08 at 22:47:27
lol i know why ill fix it

ADDITION:
ok i did i quick check all the units work correctly no crashing as far as i know arbiters are ok so are bats and corsiars, one problem tho is melee units like zergling zealots ultralisk, lurkers and dark templar it doesnt do anything for them, it would require to individually edit iscript for them which honestly dont want to do but the other things work now so enjoy

http://savefile.com/projects/1009612

ps it wasnt hard to do i just set every weapon to use one flingy then set that flingy to use the firebat animation, altered the firebat animation to include damage, did the proper changes for the firebat the end

also to send minerals just click on my name on the left then youll see the send money thing i wont kill you if you dont
Report, edit, etc...Posted by Pyro-Fire on 2006-09-09 at 03:01:41
wow... someone actually did it.... you must have too much spare time ohmy.gif
Report, edit, etc...Posted by www.com.au on 2006-09-09 at 03:38:27
Pyro-Fire must have no time between doing all the mods he gets payed large sums of cash for.

Kookster, Iscript editing is just taking the image overlay and pasting it in like 4 unit files is it not?

I'd fix that if i was sent the files *cough*
Report, edit, etc...Posted by Kookster on 2006-09-11 at 03:21:43
no its way more complicated you can do so much its crazy if you want to see the real affects of iscript editing go download some of Doom mods by BSTRhino that is without a dought the best iscripting ive ever seen.

here is what i did to make this work:
found the iscript used by the firebat attack
(note: firebats attack is split up, on the firebat iscript it did the damage and played the image, then on another iscript it played the sound or it might of been the other way around.)

but what i did is i edited the second iscript not the one on the firebat, made it so it showed the fire image and played the sound and did the damage, then i linked it to every single attack.

Note: in weapons dat dont change too many weapons to the same exact weapon I.E. have every unit use ATS battery. if you do that for some reason you can only attack 16 times with the units using the weapon and then it wont let anyone with that weapon attack weird aint it.

if you want to tinker with the files just open the .exe with winmpq all the edited files are in there, just go to weapons dat look at the graphic used follow the path to the image dat and it will tell you what iscript id to look up in ice
Report, edit, etc...Posted by www.com.au on 2006-09-11 at 08:23:15
i only use cc =/

I didn't realise that you needed to include the flame damage as well.

But if you did thsi for every one then why wont it work for some of them?
Report, edit, etc...Posted by BSTRhino on 2006-09-11 at 17:54:32
It's because the attack1c command used by melee units doesn't actually create a weapon flingy. If it did, it would actually crash the game unless Blizzard edited it, because the melee weapons have their weapon flingy set to Zerg Scourge by Blizzard, which we all know doesn't have the right code to be used as a weapon. It is a great way to avoid hitting the weapon/sprite/images limit though, I've been very conscious of using the command wherever possible in Ultimate Doom because of that.

kookster, it sounds like you've found another weapon limit with the maximum of 16 per unit. I don't know if that's related to another limit I ran into when I was doing Tuxedo-Templar's most-powerful-unit-ever challenge. In that mod, there was only one unit, and I used the same technique as the acid trails in Zerg Doom (which I hadn't started working on yet) so there were lots of weapons around the map just waiting there, and for some reason, eventually my unit stopped shooting until some of it weapons finished their acid trail loop, even though other units could continue to shoot.

For the flame problem, it would work if the attack1c commands were replaced with a playsndrand and a attack25 command, but you sound like you already know that.
Report, edit, etc...Posted by Lord-Omega on 2006-09-11 at 18:44:53
thers a problem, after so many units attacking, they all stop showing the attack and dont do any dammage unless they are melee units :/ also, if you try and fix this problem, can u make it so the cannon and the colonies use it to? if not, oh well.
Report, edit, etc...Posted by Kookster on 2006-09-12 at 15:15:30
oye i thought this might happen, to really fix this i each weapons iscript might need to be edited cause of the weapon limit, stupid limits grrr.

Right now i dont have time cause im trying to finish my own pitiful mod before friday so maby after that
Report, edit, etc...Posted by BroodKiller on 2006-09-13 at 08:11:00
Limit expander, if I may suggest? (1.13f only tho)
Report, edit, etc...Posted by Lord-Omega on 2006-09-13 at 08:31:38
ok thats fine
Next Page (2)