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Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by TheNomad on 2006-07-28 at 15:50:06
Well there is an exception (Inf Terran), but copying all unit and weapon data didn't make my Marine blast the hell out of the titleset. I think it might be hardcoded (unless I am blind).

They probably took it out since scarabs, tanks, valks and lurkers would have been unstoppable otherwise...
Report, edit, etc...Posted by Kookster on 2006-07-28 at 15:52:01
there might be a way to change it tho, cause a spell can target ground, so there might be a way to do that to an attack
Report, edit, etc...Posted by TheNomad on 2006-07-28 at 16:04:06
Well if you are a maniac you can make a spell do the exact effect of the Arclite Cannon and replace the ATTACK button of the tank in MG to call your spell.
I am not familiar with ICEcc (other than what I heard) but you can make a spell call a weapon attack with a script function USEWEAPON. Let's say you can make the uhm... Maelstrom also explode an Arclite shell.

... Well that is the theory, but there is a simple tut on WB if you want to read it: http://www.warboards.org/showthread.php?t=19125
It might help you do what you want. But be careful what spell you replace... and also note that if you do this kind of modding, you'll need a new EXE and MPQ. Also, keep in mind all players must have it.

... And also I am not sure if it wouldn't be breaking Bnet rules.
Report, edit, etc...Posted by Kookster on 2006-07-28 at 16:25:18
well im not trying to mod the exe or the mpq, only the dats, so it will work with SCMLoader, and you can change weapons explosion to spell effects that works. The issue with using a spell is ide have to give the turret a new button and other things which would require more than just dat editing.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-28 at 18:14:05
I might've just ran across what the unknown in Images.dat does, but needs to be tested (it's currently only a bizarre theory)

I think it enables the init/death headers in the iscript, since it's only used in shadows and the shadows are controlled by the unit's iscripts, and don't have their own iscript.
(the iscript assigned to them does nothing, it's only a placeholder to prevent crashes in case they made a mistake)


also, this would explain why the other images.dat flag controls whether it uses everything except init/death
Report, edit, etc...Posted by TheNomad on 2006-07-28 at 18:32:11
Good job!

Aaahhh... I look at you and remember how I was when I was your age smile.gif
Still putting jokes aside, well done smile.gif Out of curiosity, you are refering to Floats, right ?
Report, edit, etc...Posted by Kookster on 2006-07-28 at 19:28:23
QUOTE
I think it enables the init/death headers in the iscript, since it's only used in shadows and the shadows are controlled by the unit's iscripts, and don't have their own iscript.

Woosh over head!! huh.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-28 at 20:11:37
QUOTE(TheNomad @ Jul 28 2006, 05:31 PM)
Good job!

Aaahhh... I look at you and remember how I was when I was your age smile.gif
Still putting jokes aside, well done smile.gif Out of curiosity, you are refering to Floats, right ?
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When I said the unknown in images.dat, I meant the only big unknown in images.dat (a.k.a. "float (?)")

The only reason I put jokes in my posts is to make them more interresting,
if I didn't they would be so boring that noone would like to read them.


[offtopic]just out of curiosity, but are you congratulating me for finding the unknown or making a joke? confused.gif tongue.gif
Report, edit, etc...Posted by TheNomad on 2006-07-28 at 21:26:19
Well I was confused since you said "unknowns" and I knew there was only one smile.gif

But I was congrat-ing you cos you might have found out the Unknown. The joke was a bonus smile.gif So yeah, gj smile.gif
I moved on to MG and doing some experiments and learning new stuff... In time I'll assemble a little info about it (if I get around to finish it, of course)
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-28 at 23:25:23
Would you mind testing it out for me since I can't test it?

To test it out, disable it for the Marine's entry in images.dat and build the marine in-game,
if I got it right, the marine should have no shadow and it might crash when it's killed, but it would probably just dissappear.

P.S. I fixed that small typo in my earlier post tongue.gif
Report, edit, etc...Posted by TheNomad on 2006-07-29 at 05:38:29
I am sorry to disappoint you but it's not.
But if it will make you feel better, it's not my theory either. My theory was that "Flaots" is a pointer to a base owner (In a 3D world, any attached Actor would move relatively to the Base, like say a Weapon... the Player in a FPS game will movedynamically, but the weapon will always move relative to the Player's position since the Player is a base).
In this case, the slave actors would have been the shadows and engine effects...

Alas, I was wrong. What "FLOATS" does will AMAZE you.
It is actually responsible for cloaking. What I mean is, anything checked with "FLOATS" will be "visible" when cloaked.

A little explanation now...

To use my base example, any base owner has FLOATS checked and shadows unchecked. This means that when it is cloaked it will have the whirly effect, but it will STILL BE VISIBLE (well... as much as it can since it's cloaked biggrin.gif), but the shadow is gone. If you remove this flag on a base actor, then that actor will be COMPLETELY invisible and won't be drawn at all. What I mean is, there will be NO whirly thing and there will be NO DETECTION, meaning that even if you bring an observer, it will still not show up. Howto test if I'm right ? Enable it on a HT shadow (the blue echoed shadow thing) or on Scout Engines and be amazed that you see them even if the unit is cloaked.

Current name: Floats (?)
Suggested name: Don't hide if cloaked
Explanation: Will hide the unit from the map completely if unchecked (even by detectors), or will make it visible when cloaked

... don't ask how I found out what it does... let's just say I am a genius, you guys make me a statue and we'll move on from there smile.gif
Come to think of it, what you said (about headers, iscript and death inits) is done by "USE FULL ISCRIPT" I think (but I am not sure).

Oh my... I am finding out so many unknowns... BK will hate me lol... (or envy me biggrin.gif)

Note: this applies to units though... and I am not sure about burrowing, but if someone is willing to continue the research, I'll give him a cookie smile.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-29 at 11:58:10
Good job, I guess my little theory helped out any way... (by getting you to test it and figure out the real effect tongue.gif )
QUOTE(TheNomad @ Jul 29 2006, 04:38 AM)
... don't ask how I found out what it does... let's just say I am a genius, you guys make me a statue and we'll move on from there smile.gif
Come to think of it, what you said (about headers, iscript and death inits) is done by "USE FULL ISCRIPT" I think (but I am not sure).
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We won't make you a statue, we've figured out many of the other unknowns so just solving one doesn't make you special tongue.gif

I know for a fact that what I said isn't controlled by "Use Full Iscript", after all, it was me and DoA that solved it.


What "Use Full Iscript" is used for, is to tell the game whether or not to load the iscript headers other than init and death,
the reason they included it is to make starcraft load faster by giving it less to load at a time.
Report, edit, etc...Posted by TheNomad on 2006-07-29 at 13:07:11
QUOTE(TERRAINFIGHTER @ Jul 29 2006, 06:57 PM)
Good job, I guess my little theory helped out any way... (by getting you to test it and figure out the real effect tongue.gif )

We won't make you a statue, we've figured out many of the other unknowns so just solving one doesn't make you special tongue.gif

I know for a fact that what I said isn't controlled by "Use Full Iscript", after all, it was me and DoA that solved it.
What "Use Full Iscript" is used for, is to tell the game whether or not to load the iscript headers other than init and death,
the reason they included it is to make starcraft load faster by giving it less to load at a time.
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1. Thanks smile.gif Yeah you motivated me hehe
2. illegitimate child! tongue.gif
3. Thanks for clearing it up. As I said, I wasn't sure.

If you want you can help me out by checking what else this option does (saw it applies to some terrain or doodads too and I still didn't check burrowing, but I did the part of MG I wanted to do... although it isn't fully completed).
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-29 at 13:10:45
I go away for 1 day...

Anyways, my only comments....

That list of orders, most of the unused are the computer orders. As far as I can tell, the only unused orders are Attack Tile and Hover. Everything else is used codewise.

Good job on hover. I swear that somewhere I've got that effect partially described....but you guys figured it out. I hope you are keeping a list of these unknowns that have been solved since 1.1d came out. It'd be a lot easier if they were listed out(plus BK will probably want confirmation on them, which means exe searching for me)
Report, edit, etc...Posted by TheNomad on 2006-07-29 at 18:35:13
WB smile.gif

Yeah I assumed that much regarding "Unused". As I said, that list is a template for now (only more user-friendly biggrin.gif).

I am already compiling some text files for you and after you double check some of my crazy ideas (which you are already used to) you can forward it to Broody with your additions smile.gif

I am also working on making some lists for the ACTION part of Buttons. It's 95% complete for "Change Display Buttons". I'll try to see other possible Action categories as well as track down what the StatBar Unknowns are.

So for short DatEd and MG will be my homework smile.gif
Report, edit, etc...Posted by Ojan on 2006-07-30 at 09:14:56
We sort of know what the StatBar unknowns are already. SCU link

Report, edit, etc...Posted by TheNomad on 2006-07-30 at 11:53:42
QUOTE(Ojan @ Jul 30 2006, 04:14 PM)
We sort of know what the StatBar unknowns are already. SCU link
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Thanks!

Actually mine is as complete as their (if I'd have known I wouldn't have wasted time lol), although I noticed there are a few patterns in them. So I'll see if I can find them.
Report, edit, etc...Posted by TheEvilBeaVer on 2006-08-15 at 18:01:47
umm does anyone else get this when clicks on some spells in weapons.dat?
(Yes I AM using the default DATs)

[attachmentid=20669]

and the icon "Rage(Unused Protoss Upgrade)" is a actualy the sc beta archon mind control
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-15 at 19:18:29
I don't see anything wrong in that screenshot...are you talking about the label?
Report, edit, etc...Posted by Pie_Sniper on 2006-08-15 at 20:13:42
I think he's talking about the icon.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-15 at 20:15:48
I doubt it, since the icon is hardcoded into the exe and the weapons.dat icon doesn't effect it at all. tongue.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-15 at 22:36:50
The weapons.dat entries for the BW techs only sort of affect the actual techs. The label and icon don't mean anything, since the button to cast the spell has a specific icon and label anyway. The weapons entry affects range and explosion.
Report, edit, etc...Posted by TheEvilBeaVer on 2006-08-15 at 22:44:20
Well Lets just say that the Feedback icon is not Burst lasers and that it's graphics is not psi storm tongue.gif
Report, edit, etc...Posted by Ermac on 2006-08-16 at 04:41:33
QUOTE(TheEvilBeaVer @ Aug 16 2006, 05:43 AM)
Well Lets just say that the Feedback icon is not Burst lasers and that it's graphics is not psi storm tongue.gif
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I see the same so i think everyone does.
Report, edit, etc...Posted by BroodKiller on 2006-08-16 at 06:20:55
There are such peculiarities in the DATs, I've run across quite a few of them during the development of DatEd (techdata has some for example).
Please, remember this - DatEdit gets and edits the raw DAT format, it doesn't interprete what it gets, so "what you see is what you have" in the file.

Beaver>How dare you post something new, the topic had these nice 666 replies to it tongue.gif
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