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Staredit Network -> Modding Assistance -> iscript..
Report, edit, etc...Posted by Staredit.Net Essence on 2006-01-03 at 14:17:24
i just made this so a pylon could attack. if i gave it a weapon, would it work? (my sc isnt working so could u plz tell me? >.<)
CODE

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 189 Pylon (protoss\pylon.grp)
.headerstart
IsId            181
Type            21
Init            PylonInit
Death           PylonDeath
GndAttkInit     PylonGndAttkInit
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      PylonGndAttkRpt
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   PylonGndAttkToIdle
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       [NONE]
Landing         PylonLanding
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       PylonUnknown19
Unknown20       PylonUnknown19
Unknown21       PylonUnknown21
.headerend
# ----------------------------------------------------------------------------- #

PylonInit:
imgul09         191 0 0 # PylonShad (protoss\ppyShad.grp)
PylonLanding:
playfram        0
goto            PylonUnknown19

PylonUnknown19:
wait            125
goto            PylonUnknown19

PylonDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
wait            3
end            

PylonUnknown21:
imgol08         190 0 0 # PylonWarpFlash (protoss\pylon.grp)
goto            PylonUnknown19

# edits

PylonGndAttkInit:
playfram        0
wait            2

PylonGndAttkRpt:
wait            1
attack26        
gotorepeatattk  
ignorerest  

PylonGndAttkToIdle:
playfram        0
wait            2
goto            PylonLanding
Report, edit, etc...Posted by nirvanajung on 2006-01-03 at 16:13:28
scripts seem to no problem to work

but that scripts look like same original PhotonCannons, isn it right ?

so then did u recompling grp file to give more frames?

in ur scripts, that showed playframes number 3 and 2 that mean is grp frames need
that frame image

Report, edit, etc...Posted by Staredit.Net Essence on 2006-01-03 at 17:14:27
QUOTE(nirvanajung @ Jan 4 2006, 07:13 AM)
scripts seem to no problem to work

but that scripts look like same original PhotonCannons, isn it right ?

so then did u recompling grp file to give more frames?

in ur scripts, that showed playframes number 3 and 2  that mean is grp frames need
that frame image
[right][snapback]397494[/snapback][/right]

SO THATS WHAT THOSE NUMBERS MEAN!!!

anyway, yeah it is the photon cannons... so if i changed numbers 3 and 2, to 1, it would work right?

edit: ive edited my post, does it look right?
Report, edit, etc...Posted by nirvanajung on 2006-01-03 at 19:23:53
number is counting of frames with bitmap file

counting is start from zero , zero is first counting frame

So if u write "playfram 1 " then that grp file must exist two frames with bitmap file
Report, edit, etc...Posted by Staredit.Net Essence on 2006-01-03 at 20:12:51
QUOTE(nirvanajung @ Jan 4 2006, 10:23 AM)
number is counting of frames with bitmap file

counting is start from zero , zero is first counting frame

So if u write "playfram  1 " then that grp file must exist two frames with bitmap file
[right][snapback]397752[/snapback][/right]

so i change the playfram's to play 0?
Report, edit, etc...Posted by nirvanajung on 2006-01-03 at 21:24:02
QUOTE(-)HyDrO(- @ Jan 3 2006, 07:12 PM)
so i change the playfram's to play 0?
[right][snapback]397806[/snapback][/right]

Right~! but remember~! script is dont make modding at all , if that pylon would not attack then check properties for unit.dat and AI-Order Section

gl gg hf~! wink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2006-01-04 at 05:14:14
QUOTE(nirvanajung @ Jan 4 2006, 12:24 PM)
Right~! but remember~! script is dont make modding at all , if that pylon would not attack then check properties for unit.dat and AI-Order Section

gl gg hf~!  wink.gif
[right][snapback]397877[/snapback][/right]

u gotta give it a weapon from weapons.dat, and an auto-attack/move from units.dat
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