Staredit Network

Staredit Network -> Modding Assistance -> Weapon Behavior Editing
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2005-12-22 at 19:29:33
1) How can I edit what the weapons do after the graphic is created? As an example, how could I make things spin like the Dark Templars' attack in Doom Dragoon or go in little crescents like the Subterranean Spines in Zerg Doom?

2) Why can't I run ICECCUI properly? I can bring it up and select files, but, when I tell it do decompile, it tells me that it can't find the thing that I just told it to decompile. I even changed the installation directory to the place I put it.

3) Where is the Scarab glow graphic? That is, the one that shows when the Scarab is en route to its target--the blue trail thingy. You know what I mean.

Many thanks if you can answer these questions.

EDIT: I solved #2 by re-installing it in C:. Stupid DOS doesn't read spaces. Grrr...
Report, edit, etc...Posted by petphot on 2005-12-23 at 02:50:02
ive been wondering no.1 myself...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-23 at 07:53:06
to make things spin like like the suside
attack on the SCV like in Terran Doom?
if so then its a command in IceCC called
turncwise <# here> and turnccwise <# here>
for clock wise and counter clock wise

so to make a unit spin clock wise it would
be like turncwise 1 the bigger the number
the more it turns
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2005-12-23 at 10:30:20
QUOTE(loads_of_fun @ Dec 23 2005, 06:53 AM)
to make things spin like like the suside
attack on the SCV like in Terran Doom?
if so then its a command in IceCC called
turncwise <# here> and turnccwise <# here>
for clock wise and counter clock wise

so to make a unit spin clock wise it would
be like turncwise 1 the bigger the number
the more it turns
[right][snapback]387441[/snapback][/right]

Yes, but that's only the units themselves. I want information on the projectiles. They don't have iscripts. A better example than the Dark Templar in Doom Dragoon would be the Valkyrie in Terran Doom. Its ground attack goes through stuff, and the graphic used is an "appear on target" type. I want to know how it goes through things. Or how the nukes in said mod spawn lots of smaller missles when they appear.
Report, edit, etc...Posted by Darktossgen(MM) on 2006-01-05 at 16:52:59
Hrmm... try transforming a unit to a weapon and using the units iscript to your advantage. May work out. Never know happy.gif and im sure the nukes used this code:
CODE
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 316 NuclearMissile (terran\nukemiss.grp)
.headerstart
IsId            131
Type            21
Init            NuclearMissileInit
Death           NuclearMissileDeath
GndAttkInit     [NONE]
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         NuclearMissileWalking
Other           NuclearMissileOther
BurrowInit      NuclearMissileBurrowInit
ConstrctHarvst  [NONE]
IsWorking       [NONE]
Landing         [NONE]
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       [NONE]
Unknown20       [NONE]
Unknown21       NuclearMissileUnknown21
.headerend
# ----------------------------------------------------------------------------- #

NuclearMissileInit:
playfram        0x00 # frame set 0
goto            NuclearMissileOther

NuclearMissileOther:
wait            125
goto            NuclearMissileOther

NuclearMissileDeath:
imgol08         428 0 0 # Smallexplosion (thingy\small.grp)
wait            1
end            

NuclearMissileWalking:
__3c_condjmp    128 32 local206
local207:
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              1
     attack26          0
     attack26          0
     attack26          0
     attack26          0
     wait              5
sprol0f         309 0 10 # MissleTrail (thingy\smoke.grp)
wait            3
goto            local207

local206:
sprol0f         309 0 246 # MissleTrail (thingy\smoke.grp)
goto            local206

NuclearMissileBurrowInit:
     castspell
tmprmgraphicstart
imgol08         428 0 0 # Smallexplosion (thingy\small.grp)
sprol0f         267 0 214 # NuclearExplosion (thingy\NukeHit.grp)
goto            NuclearMissileOther
NuclearMissileUnknown21:
sigorder        2
goto            NuclearMissileOther



And when your done with that monster of code, make sure you add a weapon to teh nuke, and make the weapon use the Halo (spin) property. HAVE FUN!!!
Report, edit, etc...Posted by TheEvilBeaVer on 2006-01-05 at 19:47:30
QUOTE
3) Where is the Scarab glow graphic? That is, the one that shows when the Scarab is en route to its target--the blue trail thingy. You know what I mean.


Here ya go
# 443 ScarabTrail (thingy\HKTrail.grp)
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-01-05 at 20:19:14
QUOTE(TheEvilBeaVer @ Jan 5 2006, 06:47 PM)
Here ya go
# 443 ScarabTrail (thingy\HKTrail.grp)
[right][snapback]399401[/snapback][/right]

Wahoo! Many thanks on that one, Mr. Beaver. Now I just need to figure out the changes to behavior on the sprites after they're fired...hmm...
Report, edit, etc...Posted by BSTRhino on 2006-01-06 at 21:10:42
I want to answer the first one but I don't have a lot of time right now, I'm working on reprogramming StarCraft.org for the next four weeks. The short answer is, to do any fancy weapon effects, you just need to understand everything there is to know about graphics, animation, missile behaviours, explosion types, those kinds of things. Then you need to be creative, because with weapons, the way things are done is entirely different depending on what you want - there's not one place where you go to if you want to change how a weapon behaves. Also, quite often it's a combination of many little edits in different places to create one big effect.

I can help you by telling you how I did a weapon effect if you're specific about which weapon, because you'll see that each weapon effect I've done has been programmed entirely differently, so be specific about which one you want to know more about. But I haven't got much time, so I only really answer questions that no one else on StarEdit.net has been able to answer.

I'm actually quite busy reprogramming StarCraft.org and so I don't have a lot of time to answer modding questions, but usually I'm on StarCraft.org forums, WarBoards.org, when I've got spare time for modding questions. If there's something that no one else on StarEdit.net has been able to answer you can notify me on WarBoards.org that there's a question you want answered or ask there, since I have only been visiting these forums on occassion for these past few months so I might not notice if there's a question that only I'm able to answer.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-01-08 at 16:38:59
All righty. I think I have three big questions that can be summarized by "OMG! How does that work?" for each of these weapons:

1)Terran Doom Valkyrie (How does it go through things?)
2)Terran Doom Marine (How does the "appear on target" scatter like that?)
3)How do I open the Zerg Doom iscript files? OK, that's not a weapon. But then I could tell how to do the Infested Terran explosion or the Lurker spine curve.

Excellent job on those mods, by the way. I laughed my butt off when I saw the Infested Terran explode, the Broodling swarms, the utterly terrifying Nukes, or especially the magical bouncing Scarabs. So much fun...
Report, edit, etc...Posted by Darktossgen(MM) on 2006-01-09 at 17:57:45
This just in! thedarktossgen has figured out that EACH WEAPON HAS AN ISCRIPT! They are either unknowns or the BroodWar Attacks (I made an interceptor have a halo rocket under it, great fun)
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-01-09 at 19:35:34
QUOTE(thedarktossgen @ Jan 9 2006, 04:57 PM)
This just in! thedarktossgen has figured out that EACH WEAPON HAS AN ISCRIPT! They are either unknowns or the BroodWar Attacks (I made an interceptor have a halo rocket under it, great fun)
[right][snapback]402902[/snapback][/right]

WHAT? This means that, say, Phase Disruptor's behavior is iscripted? Or Subterranean Spines'? (And where does the apostrophe go in that?) I CAN ISCRIPT THE SCARABS? w00t! Oh man, is this going to be fun...
Report, edit, etc...Posted by Voyager7456(MM) on 2006-01-09 at 21:22:31
Subterranean Spines' behavior has more to do with the Behavior: Subterranean Spines setting in weapons.dat. tongue.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-01-09 at 21:54:19
QUOTE(Voyager7456(MM) @ Jan 9 2006, 08:22 PM)
Subterranean Spines' behavior has more to do with the Behavior: Subterranean Spines setting in weapons.dat. tongue.gif
[right][snapback]403175[/snapback][/right]

Id sine loquendo*, Voyager. But how does one edit the pattern in which they emerge? Truly, that is the bigger question.

*It (goes) without saying
Report, edit, etc...Posted by Darktossgen(MM) on 2006-01-12 at 18:03:34
If u wanna know I have done some research o.o Unknown511 is fragmentation grenade or Glave Wurm... good luck biggrin.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-01-12 at 18:17:47
QUOTE(Lord_Agamemnon @ Jan 9 2006, 09:54 PM)
Id sine loquendo*, Voyager.  But how does one edit the pattern in which they emerge?  Truly, that is the bigger question.

*It (goes) without saying
[right][snapback]403206[/snapback][/right]

If you'r wanting to edit their pattern it would probably under the sprites list (# 511 is subterranean spines)

QUOTE(thedarktossgen @ Jan 12 2006, 06:03 PM)
If u wanna know I have done some research o.o Unknown511 is fragmentation grenade or Glave Wurm... good luck biggrin.gif
[right][snapback]404056[/snapback][/right]

Thats glave wurm, 512 is glave wurm hit, and 513 is the glave wurm trail

I have also and so far I've solved every unknown except 6 in sprites.lst tongue.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2006-01-12 at 18:24:13
If you get the IceCC fix located here: http://www.smempire.org/downloads.php?dlid=62 , a lot more of the unknowns are identified.
Report, edit, etc...Posted by petphot on 2006-01-12 at 19:18:26
Some info on random weapons

its very helpful

lotsa thanx to BSTRhino for telling me this stuff smile.gif
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