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Staredit Network -> Modding Assistance -> About SC Firegraft
Report, edit, etc...Posted by nirvanajung on 2006-06-28 at 14:18:55
aight~! i c,

edit :
ok i had misunderatand about emac's saying so i did write to different way a little
srry man~! never mind that i didn't got that quite rightly
but there was some saying wat i want tell 2 pplz whistling.gif
Report, edit, etc...Posted by Ermac on 2006-06-28 at 16:26:39
I was bored so i did this, well the only good thing in it is the Flaming Title, because i really think that would be really good for the name "FireGraft"

And since i dunno what u want in it, i just tried to do something similar to your portrait, well it didn't came out good, but it was fun doing it.. tongue.gif

Firegraft lol test
Report, edit, etc...Posted by nirvanajung on 2006-06-28 at 17:43:00
that's pretty good emac
but well if u saw my deleted writting before edited, u could know wat i want in
Actually i have nothing want in

btw....it is contest ? lol
i think it is too early for firegraft image contest
anyway why did stick out ur tongue?
i dont know y laugh like that
but Since it is your tried, i just have some collection wat i'd like show to here
i tried use different fonts as Killer_Kow(MM) said..

user posted image

user posted image

user posted image

user posted image

anyhow images is never too plenty
but i don't want continue this image relay it's too fast
recently, we are have most important issue for FireGraft funtions and develop smoke.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-28 at 18:14:01
I don't really like the fire you're using... It doesn't come off the fonts well. It works best on the last one.

I like the third one best.

I like the words in Ermac's, but the emptiness in the top sort of ruins it.
Report, edit, etc...Posted by nirvanajung on 2006-06-28 at 18:23:00
aight~! i like the simple text more either
Acutally it's not for just firegraft
as i said before it was testing my fire filter of Photoshop for see that effect
that's from the beginning.
when if FireGraft almost developed then we'll talk about FireGraft's fashions
we have to talk more about FireGraft funtions and develop currently
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-28 at 18:28:00
Sounds like a good idea.

How about: Larva limit (three is not enough!)
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-28 at 20:30:39
I already posted that one, look under hatchery tongue.gif

things missing in protoss list:

Corsair:
D-webs Anti-Attack

Dark Templar:
Multi-Select Morph
Merge Id #

Dark Archon:
Feedback energy check
Feedback attack (damage is dependant on energy)
Cast Mind Control

Probe:
Mine Resources
Resource Mining Count
Carrying Resources
Returning Resources
Obvious build orders, might as well skip them

Zealot:
Movement Speed tech
Attack Speed tech

High Templar:
Multi-Select Group merge
Merge Id #

Shuttle:
Loading units
Unloading units
Shuttle stats display (the area where it displays loaded units and such)

Scout:
Movement speed tech
Sight range tech? (I havn't played the game in a long time so I'm not sure what the second tech was)

Carrier:
Carrier stats display
Movement speed tech? (I havn't played the game in a long time so I'm not sure if this was in it)

Reaver:
Reaver stats display

Shield Battery:
Recharge units Shield
Energy checking (for recharging shields)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-28 at 20:45:41
Well. This is nice to come back to. Okay, first of all, thanks to everyone who's helping finish my list. As part of an update, I'm going to be starting searching in the exe for all of those really soon, since I need it for to test in the app.

As for the images.

nj, I liked the fire effect on the first green pic, because the text and fire seemed to flow. As for layout, I prefered the 3rd one you put up in the post with 4 pic(the same one Killer_Kow liked). However, the colors could be changed...but I'll worry about that later...I've got to get the prog done more.

For everyone who'd like to try an image: make it any size to begin with, but if I do take one, I'll probably want around 800x600...make sure it has the program name("FireGraft"), credits for creation, and any other things that help bring out the program...

I think that covers that...
Report, edit, etc...Posted by nirvanajung on 2006-06-28 at 21:06:24
aight~! it would better talk later after developed almost
btw... yesterday, i had look around Assembler for StarCraft EXE form Starcraft.org and SG ASM C too
fortunately, that seems to i can figure out a little bit but i wondering that tutorials of ASM is enough for editing EXE
i guess that was refered old version so is that no problem to biggners what would take work to EXE editing ?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-28 at 21:12:46
I'm not having CASM addition that those tutorals explain. However, if anyone wanted to start learning assembly, those tutorials would be a very good place to start...learn how to make button requirements and actions...that's how I started.
Report, edit, etc...Posted by nirvanajung on 2006-06-28 at 21:22:41
ok... i c
but that need to searching each offset and check figures by knack of each one's eh ?
whew... i guess offset seraching is really not at all in my line wallbash.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-28 at 21:32:37
Yeah, knowing asm is needed for the offset searching(which is insanely hard if you don't know what to look for). Also, those who would search need to know stuff about the *.dat files in mem, and stuff about the unit structure, and a bunch of other stuff. I only can think of 1 other person who might be able to help right now....it really is rather tricky stuff to find. I'm afraid it will take a lot of my development time to find them...even though it takes about 2 mins per item...but maybe I'll just add 5-10 to test the editor...
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-29 at 09:16:16
QUOTE(TERRAINFIGHTER @ Jun 28 2006, 09:30 PM)
I already posted that one, look under hatchery tongue.gif
[right][snapback]515152[/snapback][/right]


I only looked at the first list, sorry.
Report, edit, etc...Posted by worlorde on 2006-07-12 at 12:31:04
Here is some list stuff I don't think has been mentioned.

Creep:
On installation tileset
Spread distance and speed

Action Type Editing(I know it is a big request)
Like..."Place Nydus Canal Exit" off creep

Area of effect for spells
Like...Grab more units with Stasis(I realize the graphical restrictions with like Plague)

Amount of effect for spells
Like...Ensnare slowdown amount
Plague HP decrease amount

Tileset dependant units, spells.

On another note, I closed the Permanant Cloak Spellcaster thread, thanks to all that helped me. Don't think that it cant be done. I have successfully created two of them, one with an arbiter cloak that cloaks himself too, one that only cloaks himself (Zeratul w/ Mind Control).

Thanks DoA, I am sure FireGraft will be great.
Report, edit, etc...Posted by Rikimbo on 2006-07-12 at 15:56:08
Creep on installation tileset can be done just by editing the installation tileset. I've done it before, so if you want to either know how to do it or a copy of the tileset with creep working in it, pm me or something.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-17 at 10:20:57
Okay dudes...here's a bit of questions for you all. If I do get a language working for stuff(buttons, orders, netorders), what kinda things would you need? Let's start with button requirements. This function tells when a button should appear, be greyed, or be active. Now, what do you think would need to be checked? Note, this is just gathering ideas, since I can't think of everything myself...the rest of the functions are later, let's focus on 1 type at a time.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-17 at 16:45:04
I'm not sure if this is what you're asking for or not, but here's a list of requirements

everything in memgraft +...
  • energy ammount
  • has energy
  • shield ammount
  • has shield
  • health ammount
  • is under status of... (choose something here, anything from parasited to blinded)
  • is attacking
  • is moving
  • is at % health
  • is at % health or lower
  • is at % health or higher
  • unit has units in hanger (pick unit here)
  • unit has # units in hanger (pick unit and ammount of hanger units here)
  • unit has at least # units in hanger (pick unit and ammount of hanger units here)
  • unit has less than # units in hanger (pick unit and ammount of hanger units here)
  • unit is over land type... (pick land type here, like creep or rocks for an example)
  • tileset is... (pick tileset type here)
  • unit has died
  • unit is repairing
  • unit is carrying powerup
  • unit is carrying resources
  • unit is returning resources
  • unit is casting spell (pick spell type here)
  • units timer is at... (like the broodling timer, is used for commands like dying)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-17 at 16:55:04
Hmm, well, most of those are what I was looking for, but some aren't easily done. That's why I'm just looking for ideas. The more I get, the better I can plan what to have.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-17 at 17:04:03
Just so you know, you can remove the dark swarm timer thing from the list,
I checked it and it consists completely of iscript waits
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-17 at 17:13:13
Dark swarm has iscript waits that tells how long to exist? No it doesn't. It is exe controlled. The waits are just to pause the animations. The only 2 things I know that really do use iscript waits that I know about are the nuke and comsat scan.
Report, edit, etc...Posted by BroodKiller on 2006-07-18 at 05:38:11
Yesterday I run into another interesting thing: it is possible to cast Stasis Field over water, but it is impossible to do it for Maelstrom. I checked it, weapons.dat looks ok, but they differ in 2 flags in orders.dat, exchanging them didn't change anything whatsoever. Any idea as to why is this hapenning?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-18 at 19:31:34
Without looking, I'd say it is because Maelstrom is supposed to affect only ground units. Of course, it could be different, but that seems to be the plausible explanation. If I find time, I'll look.
Report, edit, etc...Posted by nirvanajung on 2006-07-18 at 23:59:45
i have one interesting thing eithger about kind of locking spell which possible makes freeze to units
there are a some of freezing spells in SC such thngs are Lockdown,Stasis Field,
Maelstrom

but Stasis Field is little diffent form other spells
Lockdown and Maelstrom are make holds unit
and which holded units will be under attack from enemy's weapon

but when units under freeze by Stasis Fields, they are not under attack from
weapon also enemy's can't make target as which freezed unit
besides, they are not under damaged from nuke

as far as i know about Stasis Fields from SC based stroy,
Stasis Fields makes as change and hold space-time to which taked units
and their around of fields

so DoA, Have you ever though about that Stasis Fields effect
for units which untake able from any damage?
or have u find some key of offset about that ?

i though that'd applied from dat file but i couldn't find about that
Report, edit, etc...Posted by Voyager7456(MM) on 2006-07-19 at 09:15:16
Could "Unit has X kills" be done?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-19 at 09:51:05


nirvana> Stasis field actually sets a flag telling it to be 'invincible' and immobile.

Voy> Yes, that's a basic one.

We'll see how this works out...I'm not going to say this will be a for-sure thing, but some early theory-tests look promising...
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