Staredit Network

Staredit Network -> Modding Assistance -> Animation(?) Assistance
Report, edit, etc...Posted by Straynger on 2006-02-15 at 15:31:51
Greetings to any who can offer even direction(if not an actual answer)!

I've been playing around with modding some weapons an such and got it into my head that I'd like to see the "Nuke Animation" when <unit-X>(whatever unit) attacks.

I tried to figure out how the nuke animation gets triggered, but I can't seem to find the "ghost > target > nuke" thread within the game mechanics. Obviously the ghost gets the whole thing rolling, but I'm missing something.

I've made a few mods, but I'm certainly no master. I've spent hours researching this, but as stated- I'm missing somthing... either that or just stoopid. Any assistance would be greatly appreciated.

My sincere thanks in advance!
Report, edit, etc...Posted by DiscipleOfAdun on 2006-02-15 at 16:07:17
Two things.

1. You can modify a flingy to look and act like the nuke explosion. That is going to be Iscript editing.

2. You can make another unit launch a nuke, but only on 1.13e or another version that has Memgraft/Stargraft. Still, it is going to require Iscript editing for the unit.

Triggering the nuke is an order sent through the button(memgraft/stargraft can edit them). It has requirements for what units can/can't do it.
Report, edit, etc...Posted by Straynger on 2006-02-15 at 17:06:58
QUOTE(DiscipleOfAdun @ Feb 15 2006, 05:07 PM)
Two things.

1.  You can modify a flingy to look and act like the nuke explosion.  That is going to be Iscript editing.

2.  You can make another unit launch a nuke, but only on 1.13e or another version that has Memgraft/Stargraft.  Still, it is going to require Iscript editing for the unit.

Triggering the nuke is an order sent through the button(memgraft/stargraft can edit them).  It has requirements for what units can/can't do it.

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Many THANKS! I'll probably persue #1, as I'm primarily after the final effect of the explosion and not trying have another unit emulate the whole process of launching a nuke. I've not worked with the flingy(s) at all, so I'll have a go and see what I can come up with.

My friends and I have been running 1.12b, and I seem to be having problems with Memgraft.... I'm not sure my version of Memgraft is correct for 1.12b.

I'll post back after I've done some work. Thanks again 'Disciple!
Report, edit, etc...Posted by Darktossgen(MM) on 2006-02-15 at 18:36:02
3,000'th post! Cant wait to see this mod! tongue.gif
Report, edit, etc...Posted by Straynger on 2006-02-16 at 07:10:49
Thanks again 'Disciple. That was just the direction I needed. I had a rough test working in labout 10 minutes.

Once I've polished it up a bit more, I'd like to share. What's the generally preferred method for sharing/posting mods/mod files?
Report, edit, etc...Posted by EzDay281 on 2006-02-16 at 20:17:25
Generally, people use MPQCompactor to smash the mod into an *.mpq, and then use MPQDraft to turn it into a self-running executable, then zip that, but the next best would be to just skip the MPQDraft part and zip and post the *.mpq file after running it through MPQCompactor.
Report, edit, etc...Posted by Straynger on 2006-02-23 at 10:39:55
QUOTE(EzDay281 @ Feb 16 2006, 09:17 PM)
Generally, people use MPQCompactor to smash the mod into an *.mpq, and then use MPQDraft to turn it into a self-running executable, then zip that, but the next best would be to just skip the MPQDraft part and zip and post the *.mpq file after running it through MPQCompactor.
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Ahh... Should I just post the ziped .exe here in this thread?

(thanks)
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 11:45:43
if u can , then works would be better simply
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