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Staredit Network -> Modding Assistance -> Script Effects
Report, edit, etc...Posted by EzDay281 on 2006-02-19 at 14:50:13
I'm just wondering what a few of the animation scripts do.

Begin/End unbreakable code section
(?) Ignore other opcodes
Using randomizer value (?) %1, jump to offset %2 ( What is the first variable? )
(?) Send signal to unit for order: %1 ( Only place I've seen this is in missile animations, and it always seems to be 1... )
Use weapon (weapons.dat) %1 ( Actualy, I'm just wondering the specifics of this; I tried setting Hydralisk to use the Hero Hydralisk's attack the first time it attacks, which was Seeker Spores, but instead of having them fly at the target as they should have, they act as though I set them to "Appear on target" )
Move graphic %1 units forward ( 1 unit = 1 pixel? Also, what does it mean by "forward"? )
Attack with projectile spawned from angle %1 ( Will this just cause the missile to start with 'inertia' going in the selected angle? Also, what increments is it going in? Clockwise or counterclockwise? )
Temporarily remove graphic ( How long is 'temporarily'? )
Play graphic again after temporarily removed (by op 0x32) ( Is this what defines how long 'temporarily' in the previous opcode is? )
If (?) unknown then goto offset %1
If target in arc with starting angle at %1 clockwise from -45 degrees, until %2 degrees, goto offset %0 ( uhh... aaactualy, it might just be best to point me to a script that actualy uses this thing... >_> )
If (?) unknown goto offset %1

Thanks to anyone that can help.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-02-19 at 15:13:25
I'm not sure what most of these are called in IceCC, but I'll try...

The unbreakable code makes it so that the animation can't be interrupted by other orders until it breaks, I think.

For some reason, useweapon always acts as appear on target.

Report, edit, etc...Posted by Doodle77(MM) on 2006-02-19 at 21:35:40
QUOTE(EzDay281 @ Feb 19 2006, 02:50 PM)
I'm just wondering what a few of the animation scripts do.

Begin/End unbreakable code section
Unbreakable code makes it so you cant interrupt the script by telling the unit to move somewhere.
QUOTE
(?) Ignore other opcodes
Most pointless opcode ever. Ignores everything until a goto
QUOTE
Using randomizer value (?) %1, jump to offset %2 ( What is the first variable? )
The first variable is the number of chances out of 255 I believe
QUOTE
(?) Send signal to unit for order: %1 ( Only place I've seen this is in missile animations, and it always seems to be 1... )
Thats the only place you will ever use it. It tells missiles to die I believe
QUOTE
Use weapon (weapons.dat) %1 ( Actualy, I'm just wondering the specifics of this; I tried setting Hydralisk to use the Hero Hydralisk's attack the first time it attacks, which was Seeker Spores, but instead of having them fly at the target as they should have, they act as though I set them to "Appear on target" )
useweapon does not actually make any missiles appear, so it doesnt make the seeker spores fly to their target
QUOTE
Move graphic %1 units forward ( 1 unit = 1 pixel? Also, what does it mean by "forward"? )
move is used in units that have non-flingy movement, like zerglings and marines. %1 is in pixels. It moves units in the direction they are facing.
QUOTE
Attack with projectile spawned from angle %1 ( Will this just cause the missile to start with 'inertia' going in the selected angle? Also, what increments is it going in? Clockwise or counterclockwise? )

I have no idea. The angle is an angle that is probably similar to the one in tgtarccondjmp
QUOTE
Temporarily remove graphic ( How long is 'temporarily'? )
Play graphic again after temporarily removed (by op 0x32) ( Is this what defines how long 'temporarily' in the previous opcode is? )

Yes
QUOTE
If (?) unknown then goto offset %1
Use my updated version here in the DLDB
QUOTE
If target in arc with starting angle at %1 clockwise from -45 degrees, until %2 degrees, goto offset %0 ( uhh... actually, it might just be best to point me to a script that actually uses this thing...  >_> )

The sunken colony script uses this to have the tounge stick out in the right direction.
QUOTE
If (?) unknown goto offset %1
same as above.
QUOTE
Thanks to anyone that can help.
[right][snapback]430537[/snapback][/right]

Okay.
Report, edit, etc...Posted by EzDay281 on 2006-02-21 at 18:06:35
QUOTE
Thats the only place you will ever use it. It tells missiles to die I believe

Do you know what it does, though?
I just found out that in the High Templar's Special Move Animation 2?, there's an opcode for "Send... 2". Which means that it does something that may be of interest to me.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-02-21 at 18:08:45
It also appears in most spell cast animations. It's sigorder in IceCC.

QUOTE(SCU Wiki)
sigorder 0x24 - signals to StarCraft when an order is has begun or is completed.
Report, edit, etc...Posted by nirvanajung on 2006-02-22 at 01:33:11
ok i do writing supplement some of those codes
i explain that referenced by IceCC Manual (written by DI)

[Begin/End unbreakable code section]
This instruction is When a sprite entered an
"unbreakable" section of code, it will not be able to carry out any other order given to it by the player except for
special canceling orders like stop (e.g., during a battle cruiser’s yamoto gun shot). This is used in many attacking animations to "enclose" the start an end of the attacking animation (because otherwise players could manipulate
the animation and only let the part of the anim play through until the "attack" and then skip the rest and start over again).

[(?) Ignore other opcodes]
Ignore other instructions Appears to cause the rest of the instructions in this
routine be ignored (except for goto instructions)

[(?) Send signal to unit for order: %1 ]
Send signal to unit for order: %1: This is a very important instruction
Essentially, it sends some sort of signal (variable %1) to the game which tells it
something. But I’m not sure what that is. If you see this in one of the original animations you are editing, but i'm not sure about (variable %1)
it may be a good idea to keep it there in some place or another.
(my guess is that it has to do with spell casting)

[Move graphic %1 units forward]
Used specifically in the walking animation to move the sprite %1 units forward in the direction it is facing.


[Attack with projectile spawned from angle %1]
Sort of Unknown. This causes the unit to attack with its appropriate weapon (if it is a projectile or missile weapon) like attack25 but the missile will
appear from an angle designated by variable %1 .

other question is already come out sufficiently form Doodle

i suggest use iceCC just one time to comparison with ice or in reverse use then u get more about ice codes
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