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Staredit Network -> Modding Assistance -> Adding New Buildinds Redux [SOLVED]
Report, edit, etc...Posted by Darius.DeValle on 2005-12-28 at 02:19:07
Alright, today's question: when iscripting a neutral building, such as the Psi Emmiter, into a useable Terran building, I came across a small problem; IceCC wouldn't compile the files, yet displayed no error message.

Did I do something wrong with the iscripting itself, or do I'm I missing something...?

The code is as follows:
CODE

# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Wed Dec 28 01:46:27 2005
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 319 Starport (terran\starport.grp)
.headerstart
IsId            217
Type            20
Init            PsiEmmiterInit
Death           PsiEmmiterDeath
GndAttkInit     PsiEmmiterGndAttkInit
AirAttkInit     PsiEmmiterAirAttkInit
SpAbility1      [NONE]
GndAttkRpt      PsiEmmiterGndAttkInit
AirAttkRpt      PsiEmmiterAirAttkInit
SpAbility2      [NONE]
GndAttkToIdle   PsiEmitterWalking
AirAttkToIdle   PsiEmitterWalking
SpAbility3      [NONE]
Walking         PsiEmmiterWalking
Other           PsiEmmiterWalking
BurrowInit      PsiEmmiterInit
ConstrctHarvst  [NONE]
IsWorking       PsiEmmiterIsWorking
Landing         PsiEmmiterLanding
LiftOff         PsiEmmiterLiftOff
Unknown18       PsiEmmiterUnknown18
Unknown19       PsiEmmiterUnknown19
Unknown20       PsiEmmiterLanding
Unknown21       [NONE]
.headerend
# ----------------------------------------------------------------------------- #

PsiEmmiterInit:
imgul09         321 0 0 # StarportShad (terran\tspShad.grp)

PsiEmmiterLanding:
playfram        0
goto            PsiEmmiterWalking

PsiEmitterWalking:
wait            125
goto            PsiEmmiterWalking

PsiEmmiterDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait            3
__3f_condjmp    local00
sprul11         274 0 0 # TerranBuildingRubblelarge (thingy\RubbleL.grp)
wait            1
end                

local00:
wait            1
end            

PsiEmmiterBurrowInit:
playfram        3
goto            PsiEmmiterWalking

PsiEmmiterIsWorking:
playfram        5
goto            PsiEmmiterWalking

PsiEmmiterLiftOff:
nobrkcodestart  
wait            20
playsnd         472 # Misc\Land.WAV
playfram        3
wait            5
playfram        2
wait            5
playfram        1
wait            5
playfram        4
wait            5
playfram        0
sigorder        16
nobrkcodeend    
goto            PsiEmmiterWalking

PsiEmmiterUnknown18:
nobrkcodestart  
playsnd         471 # Misc\LiftOff.WAV
playfram        4
wait            5
playfram        1
wait            5
playfram        2
wait            5
playfram        3
sigorder        16
nobrkcodeend    
goto            PsiEmmiterWalking

PsiEmmiterUnknown19:
imgol08         320 0 0 # StarportOverlay (terran\StarpoT.grp)
goto            PsiEmmiterWalking

PsiEmmiterGndAttkInit:
wait            1
attack25        1
gotorepeatattk  
goto            local00

PsiEmmiterAirAttkInit:
wait            1
attack25        2
gotorepeatattk  
goto            local00


I'm not much of an iscripter, but I'm slowly learning, and everything looks right...what's the deal?

By the by...Mr. Bob, I did manage to figure out the Ion Cannon problem I had some time ago, though I don't know if you remeber all of the stress that it caused. You were right about the sigorder thing; I exchanged it for an attack25 command. It works like a charm now.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-28 at 09:37:05
Make sure you have 'Merge with default' checked(or have the newest iscript added in), and make sure you know where your saving it. Also, if you have more than one file in the compile window, make sure the ones you want are lower in the list.
Report, edit, etc...Posted by Darius.DeValle on 2005-12-28 at 13:41:18
QUOTE(DiscipleOfAdun @ Dec 28 2005, 09:37 AM)
Make sure you have 'Merge with default' checked(or have the newest iscript added in), and make sure you know where your saving it.  Also, if you have more than one file in the compile window, make sure the ones you want are lower in the list.
[right][snapback]391420[/snapback][/right]


I checked all of that; it works. I think it might have something to do with the fact that I added header items to the script; originally, it just had init, death, and I believe an unknown19 and that was it.

I can merge the other files I needed, such as the power generator and ion cannon, but this one is proving illusive...
Report, edit, etc...Posted by nirvanajung on 2005-12-28 at 19:37:48
QUOTE(revolver_devalle @ Dec 28 2005, 12:41 PM)
I checked all of that; it works. I think it might have something to do with the fact that I added header items to the script; originally, it just had init, death, and I believe an unknown19 and that was it.

I can merge the other files I needed, such as the power generator and ion cannon, but this one is proving illusive...
[right][snapback]391566[/snapback][/right]

ok... i advice 2 u in my experience
first , i was search out ur Scripts contents and words , but that scripts no have any mistaking scripted words

what do u use IceCC's version ? i suggest to work by ver 1.12b
and did u checked compile radio option that " Display all warnings" ?
if iceCC wouldn't compile *.bin files even u were checked all rightly
then check iceCC preference of iceCC Executable's part that It may be change difference

Unknown19 header is about a condition of Showed Overlay images(grp file) When producing units
So every Terran's building are have that header section
Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-28 at 23:23:43
I believe 'Type' is what tells it how many animation scripts there is. If you added some, you may have to change what 'Type' is.
Report, edit, etc...Posted by Darius.DeValle on 2005-12-29 at 02:16:05
QUOTE(O)FaRTy1billion @ Dec 28 2005, 11:23 PM)
I believe 'Type' is what tells it how many animation scripts there is. If you added some, you may have to change what 'Type' is.
[right][snapback]392179[/snapback][/right]


Initially, it was a type 1; I changed that to type 20, what appears to be the type typical buildings are...

ADDITION:
QUOTE(nirvanajung @ Dec 28 2005, 07:37 PM)
ok... i  advice 2 u in my experience
first , i was search out ur Scripts  contents and words , but that scripts no have any mistaking scripted words

what do u use IceCC's version ? i suggest to work by ver 1.12b
and did u checked compile radio option that " Display all warnings" ?
if iceCC wouldn't compile  *.bin files even u were checked all rightly
then check iceCC preference of iceCC Executable's part that It may be change difference

Unknown19 header is about a condition of Showed Overlay images(grp file) When producing units
So every Terran's building are have that  header section
[right][snapback]391942[/snapback][/right]


The scripts, I checked and double and triple checked, are fine. The diplay all warning box I always make sure is on, and I didn't change the location of IceCC from it's native directory in C, mostly because of the problems I had trying to select a different data folder. The Unknown19 header is there because I want it to be a Terran building, resembling a Starport, which is what I used as my basis.
Report, edit, etc...Posted by nirvanajung on 2005-12-29 at 14:00:01
ok well ... i was testing compile by ur scripts and then same problem to me
i was search out more details , and find some mistake of structural in ur scripts

So, i was modify a little ur script words

First, in header section ,
# ----------------------------------------------------------------------------- #
BurrowInit ............ PsiEmmiterInit
# ----------------------------------------------------------------------------- #
correct to
# ----------------------------------------------------------------------------- #
BurrowInit ............ PsiEmmiterBurrowInit
# ----------------------------------------------------------------------------- #

second, i change writed local00: header name to local14: because i think that maybe overlapping from original scription
but i'm not sure about that just my guessing
However , it's sucessfull compiling *.bin file

My succeed script contents here as follow
make test by my modified scripts it will work ~!

CODE

# This header is used by images.dat entries:
# 319 Starport (terran\starport.grp)
.headerstart
IsId            217
Type            20
Init            PsiEmmiterInit
Death           PsiEmmiterDeath
GndAttkInit          PsiEmmiterGndAttkInit
AirAttkInit     PsiEmmiterAirAttkInit
SpAbility1      [NONE]
GndAttkRpt      PsiEmmiterGndAttkInit
AirAttkRpt      PsiEmmiterAirAttkInit
SpAbility2      [NONE]
GndAttkToIdle   PsiEmmiterWalking
AirAttkToIdle   PsiEmmiterWalking
SpAbility3      [NONE]
Walking         PsiEmmiterWalking
Other           PsiEmmiterWalking
BurrowInit      PsiEmmiterBurrowInit
ConstrctHarvst  [NONE]
IsWorking       PsiEmmiterIsWorking
Landing         PsiEmmiterLanding
LiftOff         PsiEmmiterLiftOff
Unknown18       PsiEmmiterUnknown18
Unknown19       PsiEmmiterUnknown19
Unknown20       PsiEmmiterLanding
Unknown21       [NONE]
.headerend
# ----------------------------------------------------------------------------- #

PsiEmmiterInit:
imgul09         321 0 0 # StarportShad (terran\tspShad.grp)
PsiEmmiterLanding:
playfram        0
goto            PsiEmmiterWalking

PsiEmmiterWalking:
wait            125
goto            PsiEmmiterWalking

PsiEmmiterDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait            3
__3f_condjmp    local14
sprul11         274 0 0 # TerranBuildingRubblelarge (thingy\RubbleL.grp)
wait            1
end            

local14:
wait            1
end            

PsiEmmiterBurrowInit:
playfram        3
goto            PsiEmmiterWalking

PsiEmmiterIsWorking:
playfram        5
goto            PsiEmmiterWalking

PsiEmmiterLiftOff:
nobrkcodestart  
wait            20
playsnd         472 # Misc\Land.WAV
playfram        3
wait            5
playfram        2
wait            5
playfram        1
wait            5
playfram        4
wait            5
playfram        0
sigorder        16
nobrkcodeend    
goto            PsiEmmiterWalking

PsiEmmiterGndAttkInit:
wait            1
attack25        1
gotorepeatattk  
goto            local14

PsiEmmiterAirAttkInit:
wait            1
attack25        2
gotorepeatattk  
goto            local14

PsiEmmiterUnknown18:
nobrkcodestart  
playsnd         471 # Misc\LiftOff.WAV
playfram        4
wait            5
playfram        1
wait            5
playfram        2
wait            5
playfram        3
sigorder        16
nobrkcodeend    
goto            PsiEmmiterWalking

PsiEmmiterUnknown19:
imgol08         320 0 0 # StarportOverlay
goto            PsiEmmiterWalking
Report, edit, etc...Posted by Darius.DeValle on 2005-12-29 at 14:40:24
QUOTE(nirvanajung @ Dec 29 2005, 02:00 PM)
ok well ... i was testing compile by ur scripts and then same problem to me
i was search out more details , and find some mistake of structural in ur scripts

So, i was modify a little ur script words

First, in header section ,
# ----------------------------------------------------------------------------- #
BurrowInit  ............ PsiEmmiterInit
# ----------------------------------------------------------------------------- #
correct to
# ----------------------------------------------------------------------------- #
BurrowInit  ............  PsiEmmiterBurrowInit
# ----------------------------------------------------------------------------- #

second, i change writed local00: header name to local14: because i think that maybe overlapping from original scription
but i'm not sure about that just my guessing
However , it's sucessfull compiling *.bin file

My succeed script contents here as follow
make test by my modified scripts it will work ~!

CODE

# This header is used by images.dat entries:
# 319 Starport (terran\starport.grp)
.headerstart
IsId            217
Type            20
Init            PsiEmmiterInit
Death           PsiEmmiterDeath
GndAttkInit    PsiEmmiterGndAttkInit
AirAttkInit     PsiEmmiterAirAttkInit
SpAbility1      [NONE]
GndAttkRpt      PsiEmmiterGndAttkInit
AirAttkRpt      PsiEmmiterAirAttkInit
SpAbility2      [NONE]
GndAttkToIdle   PsiEmmiterWalking
AirAttkToIdle   PsiEmmiterWalking
SpAbility3      [NONE]
Walking         PsiEmmiterWalking
Other           PsiEmmiterWalking
BurrowInit      PsiEmmiterBurrowInit
ConstrctHarvst  [NONE]
IsWorking       PsiEmmiterIsWorking
Landing         PsiEmmiterLanding
LiftOff         PsiEmmiterLiftOff
Unknown18       PsiEmmiterUnknown18
Unknown19       PsiEmmiterUnknown19
Unknown20       PsiEmmiterLanding
Unknown21       [NONE]
.headerend
# ----------------------------------------------------------------------------- #

PsiEmmiterInit:
imgul09         321 0 0 # StarportShad (terran\tspShad.grp)
PsiEmmiterLanding:
playfram        0
goto            PsiEmmiterWalking

PsiEmmiterWalking:
wait            125
goto            PsiEmmiterWalking

PsiEmmiterDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait            3
__3f_condjmp    local14
sprul11         274 0 0 # TerranBuildingRubblelarge (thingy\RubbleL.grp)
wait            1
end            

local14:
wait            1
end            

PsiEmmiterBurrowInit:
playfram        3
goto            PsiEmmiterWalking

PsiEmmiterIsWorking:
playfram        5
goto            PsiEmmiterWalking

PsiEmmiterLiftOff:
nobrkcodestart  
wait            20
playsnd         472 # Misc\Land.WAV
playfram        3
wait            5
playfram        2
wait            5
playfram        1
wait            5
playfram        4
wait            5
playfram        0
sigorder        16
nobrkcodeend    
goto            PsiEmmiterWalking

PsiEmmiterGndAttkInit:
wait            1
attack25        1
gotorepeatattk  
goto            local14

PsiEmmiterAirAttkInit:
wait            1
attack25        2
gotorepeatattk  
goto            local14

PsiEmmiterUnknown18:
nobrkcodestart  
playsnd         471 # Misc\LiftOff.WAV
playfram        4
wait            5
playfram        1
wait            5
playfram        2
wait            5
playfram        3
sigorder        16
nobrkcodeend    
goto            PsiEmmiterWalking

PsiEmmiterUnknown19:
imgol08         320 0 0 # StarportOverlay
goto            PsiEmmiterWalking

[right][snapback]392682[/snapback][/right]



*blinks* Hey...it DOES work...alright! Thank you; this will work nicely. I thought I had gotten the burrowinit one...hm. And I didn't even know there WAS a local 14. Thanks again
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