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Staredit Network -> Modding Assistance -> Ultralisk Animation Scripts
Report, edit, etc...Posted by EzDay281 on 2006-02-19 at 14:19:25
Alright, I'm not sure if this is just some weird bug in ICE(not IceCC), but I noticed that when you look at the Ultralisk's Initial Attack Animation, there's a lot of jumbled nonsense at the beginning before the actual animation starts. Does anyone know what this is, why it's there, what it does?

Also, please, I don't want to hear any "you should use Ice CC, it's way better!". Perhaps it is, but I prefer ICE and it's allowed me to make scripts as advanced as a Marine shooting random numbers of attacks with better ones depending on range, which, while not as advanced as some of the things Ice CC users make, is enough for me, seeing as I'm going for a fun mod, not a light-show.

Also: Please note that I'm just asking out of curiosity. I don't want to hear any "I don't know what it is but you can ignore it" posts, either.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-02-19 at 14:29:09
CODE

UltraliskGndAttkInit:
playfram        0xee # frame set 14
UltraliskGndAttkRpt:
wait            1
nobrkcodestart  
playsndrand     3 891 892 893 # Zerg\Ultra\zulAtt00.WAV, Zerg\Ultra\zulAtt01.WAV, Zerg\Ultra\zulAtt02.WAV
wait            2
playfram        0xdd # frame set 13
wait            2
playfram        0xcc # frame set 12
attack1c        2 894 895 # Zerg\Ultra\zulHit00.WAV, Zerg\Ultra\zulHit01.WAV
wait            2
playfram        0xbb # frame set 11
wait            2
playfram        0xcc # frame set 12
wait            2
playfram        0xdd # frame set 13
wait            2
playfram        0xee # frame set 14
wait            2
nobrkcodeend    
gotorepeatattk  
goto            UltraliskGndAttkToIdle


This is what appears in IceCC. So it looks like it plays a random sound between a range, does a bunch of playframs then attacks. All I get in ICE is "No Animation Data" :-/
Report, edit, etc...Posted by EzDay281 on 2006-02-19 at 14:38:07
I suppose it's just an ICE bug then.

Play Frame 238 ( One of the attack frames )
Wait 1 Ticks
Begin Unbreakable Code Section
Randomly Play One of 3 Sounds (sfxdata.dat): 891 or 892 (Note: ICE Will Bug This If There Aren't 2 Sounds) ( Also the Melee Attack script in ICE )
Unidentified Op > 0x41. See Readme File. Assuming Len=1.
Shift Graphic Position 5 Vertical Units
UNKNOWN OP: 0x02 (Assuming 1 Params: 2 Bytes): 56578
Play Frame 517 ( Non-existant frame, Ultralisk doesn't have that many )
Play Frame 204 ( The first part of the script that makes sense to me, the rest of the actual attacking stuff is below, and none of the required stuff seems to be moved up to the jumbled crap, even if there is some similar stuff )

Initial Ground Attack Offset: 18206
Repeated Ground Attack Offset: 18209
Report, edit, etc...Posted by nirvanajung on 2006-02-19 at 17:25:43
hm,,,, that is really weird and strange things
CODE

Unidentified Op > 0x41. See Readme File. Assuming Len=1.
Shift Graphic Position 5 Vertical Units
UNKNOWN OP: 0x02 (Assuming 1 Params: 2 Bytes): 56578
Play Frame 517

i was delete those unknown codes

and rewrite iscript.bin , puted that in Mpq file finally
after then ultralisk attack to target 2wise but next game is crushed
hm ... i have no idea about what those codes mean.....
if those code just ice bugs then would be didn't crushed right?...
those maybe hidden operation codes , be that as it may
Why iceCC is could be make that with out crashing game

in actual fact, there is no that codes in ultralisk iceCC scripted

i didn't check out for non-exist those in iceCC codes anymore and my testing wasn't problem

i think so
Report, edit, etc...Posted by DiscipleOfAdun on 2006-02-20 at 11:27:29
Ice doesn't have a proper opcode list. That's what causes the problem. Those codes belong in the script, Ice just doesn't know how to interpret them.
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