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Staredit Network -> Modding Assistance -> ...Another iscript question...
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 14:08:58
Alright, last one, I swear it...

I had a question awhile back, about how to build the Xel'Naga temple, the Protoss Temple, and the Warp Gate, with for Protoss. The memgraft, table, and data editing part, that stuff is easy. However, none of these buildings have a warp flash animation in the iscript.

So, is it possible for me to just, select, say, a Nexus' warp flash animation and use that for the aforementioned buildings? Or is there something I'm missing about making those buildings, well, buildable?
Report, edit, etc...Posted by nirvanajung on 2006-01-01 at 19:06:14
hahaha~! u look like curious pig tongue.gif (dont be at cross-purposes~! it just kidding ~! wink.gif )

just search this thread then u can find that

http://www.staredit.net/index.php?showtopic=22514
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 19:41:37
That thread helped me with a part of modding I had been considering, having a probe build like an scv, but unfortunately, I still couldn't find the information regarding to how to make those buildings warpable.

But, I'm going to try to Memgraft them in and see what happens. Using the Build Unit (Protoss) thing should allow it to work, even if it doesn't have a warp flash, right? One way to find out, I suppose...


ADDITION:
QUOTE(Darius.DeValle @ Jan 1 2006, 07:26 PM)
That thread helped me with a part of modding I had been considering, having a probe build like an scv, but unfortunately, I still couldn't find the information regarding to how to make those buildings warpable.

But, I'm going to try to Memgraft them in and see what happens. Using the Build Unit (Protoss) thing should allow it to work, even if it doesn't have a warp flash, right? One way to find out, I suppose...
[right][snapback]395994[/snapback][/right]


On the positive side, when I set those options in Memgraft, it doesn't crash when they try to warp in. On the negative side, when the animation is actually complete, it kinda kinda...hangs there. The progress bar stays at 100 percent and the cancel option stays at the right hand side. I believe that in the iscript, I need to loop the build complete animation to the walking animation, but I'm not entirely sure...

Oh yeah, since all I really did was change the icons of a few basic buildings, since the Protoss build pallete is full, how would I create a new submenu just for those three buildings?
Report, edit, etc...Posted by BroodKiller on 2006-01-01 at 19:52:34
QUOTE(Darius.DeValle @ Jan 2 2006, 02:41 AM)
Oh yeah, since all I really did was change the icons of a few basic buildings, since the  Protoss build pallete is full, how would I create a new submenu just for those three buildings?
[right][snapback]395994[/snapback][/right]

http://www.smempire.org/tutorials/submenus.php

Me casa, su casa.
=)
Report, edit, etc...Posted by Darius.DeValle on 2006-01-01 at 20:37:38
QUOTE(BroodKiller @ Jan 1 2006, 07:52 PM)
http://www.smempire.org/tutorials/submenus.php

Me casa, su casa.
=)
[right][snapback]396007[/snapback][/right]


O_O ...Damm, you're good.

ADDITION:
Okay, I've manage to make the buildings themselves buildable, from a submenu, and it works. Quite nicely.

One problem? Once they warp in, they just kinda hang there. The game doesn't freeze or anything, and they can be cancelled for a full refund.

So, I tried to place in a script that would, I had hoped, work. The Protoss temple remained the same, while the Xel'Naga Temple and the Warp Gates locked up the game beyond even alt-f4's ability to fix.

Here's the code I used...
CODE

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 207 ProtossTemple (neutral\temple.grp)
.headerstart
IsId            189
Type            20
Init            ProtossTempleInit
Death           ProtossTempleDeath
GndAttkInit     [NONE]
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       ProtossTempleIsWorking
Landing         ProtossTempleInit
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       ProtossTempleUnknown19
Unknown20       ProtossTempleUnknown19
Unknown21       ProtossTempleUnknown21
.headerend
# ----------------------------------------------------------------------------- #

ProtossTempleInit:
playfram        0
goto            ProtossTempleUnknown19

ProtossTempleUnknown19:
wait            125
goto            ProtossTempleUnknown19

ProtossTempleIsWorking:
playfram        0
goto            ProtossTempleInit

ProtossTempleDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
wait            3
sprul11         224 0 0 # ProtossBuildingRubbleLarge (thingy\PRubbleL.grp)
wait            1
end      

ProtossTempleUnknown21:
playfram         0
goto            ProtossTempleUnknown19      

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 934 WarpGate (protoss\XwarpGat.grp)
.headerstart
IsId            406
Type            20
Init            WarpGateInit
Death           WarpGateDeath
GndAttkInit     [NONE]
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       WarpGateIsWorking
Landing         WarpGateLanding
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       WarpGateUnknown19
Unknown20       WarpGateUnknown19
Unknown21       WarpGateUnknown21
.headerend
# ----------------------------------------------------------------------------- #

WarpGateInit:
imgul09         935 0 0 # WarpGateShad (protoss\pwgShad.grp)
playfram        0
goto            local00

local00:
wait            125
goto            local00

WarpGateDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
wait            3
sprul11         224 0 0 # ProtossBuildingRubbleLarge (thingy\PRubbleL.grp)
wait            1
end            

WarpGateIsWorking:
playfram        0
goto            WarpGateLanding

WarpGateLanding:
imgol08         936 0 0 # WarpGateOverlay (protoss\XwarpFir.grp)
goto            local00

WarpGateUnknown19:
playfram        0
goto            WarpGateUnknown19

WarpGateUnknown21:
playfram         0
goto            WarpGateUnknown19


# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 937 XelNagaTemple (protoss\XelTempl.grp)
.headerstart
IsId            410
Type            20
Init            XelNagaTempleInit
Death           XelNagaTempleDeath
GndAttkInit     [NONE]
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       XelNagaTempleIsWorking
Landing         XelNagaTempleLanding
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       XelNagaTempleUnknown19
Unknown20       XelNagaTempleUnknown19
Unknown21       XelNagaTempleUnknown21
.headerend
# ----------------------------------------------------------------------------- #

XelNagaTempleInit:
imgul09         938 0 0 # XelNagaTempleShad (protoss\pxtShad.grp)
playfram        0
goto            local01

local01:
wait            125
goto            local01

XelNagaTempleDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
wait            3
sprul11         224 0 0 # ProtossBuildingRubbleLarge (thingy\PRubbleL.grp)
wait            1
end            

XelNagaTempleIsWorking:
playfram        0
goto            XelNagaTempleLanding

XelNagaTempleLanding:
goto            local01

XelNagaTempleUnknown19:
playfram        0
goto            XelNagaTempleUnknown19

XelNagaTempleUnknown21:
playfram         0
goto            XelNagaTempleUnknown19


I have no idea where I went wrong, but my suspicion lies in the fact that I told it to play frame 0...any thoughts? Suggestions? Scripts that work?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-01-01 at 21:06:17
Try playframno 0. I can't tell without examining the scripts further, but that might be it.
Report, edit, etc...Posted by nirvanajung on 2006-01-02 at 00:01:57
scripts just controls animations viewing and some weapons running of behavior , those buildings no have any frames about
related to warping animations , i know that just calling to linked grp file (but not sure just my opinion )

i thinks that, if that scrpts no have radical structural difference between othre toss's buildings (i mean point is warping conditions)

then problem is unit's under categories

did u change those units categorie to toss's basic buidings by units.dat any editors?

i didnt check out ur scirpts for iceCC but if scripts had no any especially point
then check other part
And finally, i just some Suggestions 2 u , thinking about XelNagaTempleUnknown21: wink.gif

Good luck~!
Report, edit, etc...Posted by Darius.DeValle on 2006-01-02 at 01:08:51
QUOTE(nirvanajung @ Jan 2 2006, 12:01 AM)
scripts just controls animations viewing and some weapons running of behavior , those buildings no have any frames about
related to warping animations , i know that just calling to linked grp file (but not sure just my opinion )

i thinks that, if that scrpts no have radical structural difference between othre toss's buildings (i mean point is warping conditions)

then problem is unit's under categories

did u change those units categorie to toss's basic buidings by units.dat any editors?

i didnt check out ur scirpts for iceCC but if scripts had no any especially point
then check other part
And finally, i just some Suggestions 2 u , thinking about XelNagaTempleUnknown21:  wink.gif

Good luck~!
[right][snapback]396175[/snapback][/right]


Yeah, I set all of the options so that it would be considered a normal Protoss building...but still, no luck...

I really can't think of what it would be that won't let it warp in all the way...
Report, edit, etc...Posted by Voyager7456(MM) on 2006-01-02 at 09:35:32
Try changing them to type 21 instead of 20. I see all the other 'Toss buildings are type 21.
Report, edit, etc...Posted by Darius.DeValle on 2006-01-02 at 19:50:35
QUOTE(Voyager7456(MM) @ Jan 2 2006, 09:35 AM)
Try changing them to type 21 instead of 20. I see all the other 'Toss buildings are type 21.
[right][snapback]396383[/snapback][/right]

The freezing problem persists...
Report, edit, etc...Posted by nirvanajung on 2006-01-03 at 08:09:33
QUOTE(Darius.DeValle @ Jan 2 2006, 06:50 PM)
The freezing problem persists...
[right][snapback]396728[/snapback][/right]

ok then, would u post that Source files that Memgraft *.pat project file and *.dat files ?
i will try search out to ur worked Sources and fix ur problem

that suggestion to posting files why is i be fatigue with Memgraft working for fixing ur problem
Report, edit, etc...Posted by Darius.DeValle on 2006-01-03 at 19:39:16
No problem...here you go...
Report, edit, etc...Posted by nirvanajung on 2006-01-03 at 22:01:41
QUOTE(Darius.DeValle @ Jan 3 2006, 06:39 PM)
No problem...here you go...
[right][snapback]397768[/snapback][/right]

allight Darius~!, i was search out all the properties

first thing is Scripts had not specially wrong point
actually, i made edit some header part but that point not defference between original

However ur Memory patch source had strange cotents. i mean , specific pointing is Memgraft project file had something strange in " Unit Req tab "

why Only " Republic Commando " (is that from Terran Marines, isn't it?) had all Requirememts properties ?

other things are didn't have any Requirememts properties

So that make me doubtfull

i dont understand why that only had all Requirememts properties

Sorry, Consequently i didnt fixed that

In my knowledge of SC Modding , other thing had not specially wrong point

try edit ur " Unit Req tab " of Memgraft project
Report, edit, etc...Posted by Voyager7456(MM) on 2006-01-03 at 22:09:34
Ugh... I've noticed that bug alot with MemGraft (deleting all the reqs besides the Marine.)

If you're importing from a .pat file, you're in luck. You just need to keep importing it until it shows up again.
Report, edit, etc...Posted by Darius.DeValle on 2006-01-08 at 14:56:45
I wasn't using Stargraft, so I don't have a .pat file; I was using 1.11b to save and 1.13e to play it. I just noticed that all of the requirements had vanished as well. When I play a game, though, it was as if the requirements were there, but just not changed.

I suppose, then, that my best option is to use Stargraft first...hm.

ADDITION:
QUOTE(nirvanajung @ Jan 3 2006, 10:01 PM)
allight Darius~!, i was search out all the properties

first thing is Scripts had not specially wrong point
actually, i made edit some header part but that point not defference between original

However ur  Memory patch source had strange cotents. i mean , specific pointing is Memgraft project file had something strange in " Unit Req tab "

why Only " Republic Commando " (is that from Terran Marines, isn't it?) had all Requirememts properties ?

other things are didn't have any Requirememts properties

So that make me doubtfull

i dont understand why that only had all Requirememts properties

Sorry, Consequently i didnt fixed that 

In my knowledge of SC Modding , other thing had not specially wrong point

try edit ur " Unit Req tab " of Memgraft project
[right][snapback]397917[/snapback][/right]


Could you show me what you changed in the Iscript?
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