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Staredit Network -> Modding Chat -> ARRZero Unknown 0x237C
Report, edit, etc...Posted by SuperToast on 2005-06-09 at 18:56:21
After experimenting with Unk 0x237c in the Arsenal zero printout, (which also corresponds to unknown 3 in arsenal 3 Misc tab), I have concluded that it has something to do with unit actions, buttons, and mousclicks. By inputting various different numbers into it, I was able to get a few different results.

CODE

Unit used: Marine owned by player 1
value          Results                                    other units with this value
00              No attack button,                            larva
                can't move, attack, patrol;                  
                but can click
01              normal marine
02              normal marine                               medic
03              normal marine                               seige tank
04              normal marine                               probe/drone
05              normal marine                               SCV
06              can right click, but no action
                walk, attack, hotkeys, no freeze
07-16         no right click, can move/attack
                with hotkeys/buttons; right click
                on other units/while in a group
                crashes SC


Just a random thing I came up with. Anyone who wants to do more work with this is more then welcome. I didn't have stim packs researched, so I didn't test using it. That might be something else to try out. Also trying different numbers and different units.


//added
as a side note, the unknown AI action in both arsenal 3 and arsenal zero is stop. A way to see this is to set the unknown action to die, load up the units.dat in a mod then tell the unit to stop.
Report, edit, etc...Posted by scwizard on 2005-06-09 at 20:46:00
Becuase your in unknown researching mode:
Is there an unknown thingy that makes it so when a unit casts a spell it doesn't go to the "SPAbility2" iscript header?

Try checking all the .dats of the marine, the firebat and the comstat staion for it.
I've already asked BSTRhino about this.
Report, edit, etc...Posted by Shmeeps on 2005-06-10 at 00:34:51
QUOTE
02              normal marine                              medic
03              normal marine                              seige tank
04              normal marine                              probe/drone
05              normal marine                              SCV


I believe it goes

02 - The unit will go to other units automatically for a spell casting thing.
03 - The unit will not move when told to attack (Siege Mode)
04 - Unit can mine resources
05 - Unit can Mine Resources, but if clicked on a build, it will automatically repair it.

There's something about this on the SEmpire, I think it is.
Report, edit, etc...Posted by SuperToast on 2005-06-10 at 02:19:54
That could be it shmeeps, like I said I didn't do that extensive testing on this, but that was what I came up with from a marine.

I'm also not sure about unknown things and pointing to different parts of the iscipt, but once I figure out an efficient way to test it, I'll try some things out.
Report, edit, etc...Posted by BSTRhino on 2005-06-10 at 07:11:32
Good going at finding that SuperToast! There might be a reference for the right click action somewhere, but either way you still found it yourself like a true modding researcher. If only we had more people like you.

QUOTE
Is there an unknown thingy that makes it so when a unit casts a spell it doesn't go to the "SPAbility2" iscript header?

Yes, generally the only spells that run iscripts are ones that shoot things, but it all depends. All the spells are hard coded and in some cases Blizzard made it so that they run animations, and in other cases they didn't. The calls to the iscript animations are deep inside the EXE code, so chances are trying to change these calls could prove more difficult than it's worth.
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