Staredit Network

Staredit Network -> Modding Assistance -> Inteceptors and Scrabs
Report, edit, etc...Posted by Darius.DeValle on 2005-12-23 at 10:31:01
I was wondering, is it possible to increase the number of inteceptors and scarabs, respectively, in either iscript or memgraft? Or is it just not possible?

And how would I make a BT be capable of creating and deploy inteceptors? Memgraft would cover the buttons, of course, but is there anything specific I need to know to make it capable of using them like a carrier? Would I need iscript or memgraft or Arsenal III (DatEdit soon)?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-23 at 15:55:30
It is possible to do it, although, as far as I know it requires EXE editing. DoA's done it before. You might just have to wait until FireGraft.
Report, edit, etc...Posted by Darius.DeValle on 2005-12-23 at 16:57:56
QUOTE(Voyager7456(MM) @ Dec 23 2005, 03:55 PM)
It is possible to do it, although, as far as I know it requires EXE editing. DoA's done it before. You might just have to wait until FireGraft.
[right][snapback]387711[/snapback][/right]


Firegraft? Is that a mod being worked on, or a new modding tool...?
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-12-23 at 17:05:04
its a new modding tool
Report, edit, etc...Posted by nirvanajung on 2005-12-23 at 19:08:42
i hope FireGraft will fix Creat Zerg Heroes too
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-23 at 20:54:33
QUOTE(revolver_devalle @ Dec 23 2005, 03:57 PM)
Firegraft? Is that a mod being worked on, or a new modding tool...?
[right][snapback]387796[/snapback][/right]


It's a new modding tool being created by DoA. For details check his sig.
Report, edit, etc...Posted by SirBean on 2005-12-24 at 06:45:40
I've got a similar question regarding scarabs: Is it possible to have the reaver produce and "launch" something besides scarabs? Say another unit like a zergling?

If I were to try to do this, would it be easier to simply try to change the scarab's sprite and animation, or could I redirect the command to produce another unit instead?

Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-24 at 09:19:27
Hmmm... well the Carrier/Reaver have the Build Subunit command in MemGraft... maybe by changing that ID it could build different units.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-24 at 09:43:15
I like this topic. Anyway, as Voyager said, the values are hardcoded. Interestingly enough, there are seperate values for the upgrades and the normal amounts.

QUOTE(SirBean @ Dec 24 2005, 05:45 AM)
I've got a similar question regarding scarabs:  Is it possible to have the reaver produce and "launch" something besides scarabs?  Say another unit like a zergling? 

If I were to try to do this, would it be easier to simply try to change the scarab's sprite and animation, or could I redirect the command to produce another unit instead?
[right][snapback]388430[/snapback][/right]



Well, the ID for the unit produced is hardcoded to the ID of the creating unit. I don't know how the engine would react to a regular unit. Probably the command that controls the scarab wouldn't work. Iscript might cause a problem too. Other than that, you'd have to exe edit to even try.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-24 at 13:43:14
It is hardcoded. I just tried having Reavers produce Marines instead of Scarabs. The only difference was that the Reaver displayed the cost for the Marine instead of the Scarab. (It still cost the regular 15 minerals and produced Scarabs.)
Report, edit, etc...Posted by Pauper on 2005-12-24 at 20:43:19
Firegraft will do it!
Report, edit, etc...Posted by Darktossgen(MM) on 2005-12-29 at 17:07:28
FireGraft is far from Beta. Your gonna have to wait, or get a pretty dam good HexEditor.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-29 at 17:40:12
It's not the hex editor that's the problem, its knowing where the right offsets are. ermm.gif
Report, edit, etc...Posted by Darius.DeValle on 2005-12-29 at 18:09:50
Eh, it's alright; I don't need the stuff right away; it was just kinda a question I wanted to know the answer to
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-29 at 20:48:02
QUOTE(thedarktossgen @ Dec 29 2005, 04:07 PM)
FireGraft is far from Beta. Your gonna have to wait, or get a pretty dam good HexEditor.
[right][snapback]392896[/snapback][/right]


laugh.gif Beta. It's not even alpha! I'm still developing. But, I'm hoping good development(which is why I've revised how it works about 10 different times) will make the alpha and beta stages super fast.
Report, edit, etc...Posted by Darktossgen(MM) on 2005-12-30 at 18:26:28
I know that but i meant '' I'm not sure the alpha will have that feature '' But it seems like you think different o_o
Report, edit, etc...Posted by Ojan on 2006-01-01 at 07:48:07
Here's a tutorial that shows how to remove the limit on Scrabs and Interceptors. You still can't edit how many the max value is, but you can remove the limit completely

http://www.smempire.org/tutorials/nolimit.php
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 12:09:07
QUOTE(Ojan @ Jan 1 2006, 07:48 AM)
Here's a tutorial that shows how to remove the limit on Scrabs and Interceptors. You still can't edit how many the max value is, but you can remove the limit completely

http://www.smempire.org/tutorials/nolimit.php
[right][snapback]395582[/snapback][/right]



Well, that answer's my first question...kinda. If I knew anything about ASM coding...
Report, edit, etc...Posted by BroodKiller on 2006-01-01 at 13:14:56
http://www.campaigncreations.org/starcraft...draft/asm.shtml

Me casa, su casa.
=)
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 13:23:28
QUOTE(BroodKiller @ Jan 1 2006, 01:14 PM)
http://www.campaigncreations.org/starcraft...draft/asm.shtml

Me casa, su casa.
=)
[right][snapback]395691[/snapback][/right]


...And there we go. Thanks O_O
Report, edit, etc...Posted by BroodKiller on 2006-01-01 at 13:26:15
Always there to help a fellow SC modder smile.gif
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 13:29:19
QUOTE(BroodKiller @ Jan 1 2006, 01:26 PM)
Always there to help a fellow SC modder smile.gif
[right][snapback]395707[/snapback][/right]


At the speed of light, no doubt...
Report, edit, etc...Posted by Ojan on 2006-01-01 at 14:12:59
You need no ASMcoding for that. Just follow the steps in the tutorial, except you use the latest version of MemGraft tongue.gif
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 14:42:39
QUOTE(Ojan @ Jan 1 2006, 02:12 PM)
You need no ASMcoding for that. Just follow the steps in the tutorial, except you use the latest version of MemGraft tongue.gif
[right][snapback]395739[/snapback][/right]


The only issue that I have with the tutorial is that it just tells me how to remove the limit; I just want to increase the amount of buildable inteceptors a bit, from 8 to 16. The tutorial does tell how to make an infinite amount of them, something useable for an unbalanced mod...

ADDITION:
Okay, I just had a crazy thought. What if Overlord's could launch scourge? They wouldn't particulary need a limit; just launch one after the other, especially if they could attack ground. It sounds possible, with memgraft editing...would I have to make scourge a subunit?

Would I just copy the carrier and interceptor stuff to the overlord/scourge, respectively?

What exactly would I need to do? I have an idea, but I think I'm missing something...
Next Page (1)