Staredit Network

Staredit Network -> Modding Assistance -> Zealot Attack?
Report, edit, etc...Posted by Zoan on 2006-03-28 at 22:57:45
I was fiddling around with Arsenal 3, when I thought about how Zealots attack. They attack 8+8. 2 damages from one attack, adding up to 16. So in Arsenal, it has '2' near the 'Max attacks' box.

Ok, so anyways, I wanted to change this, I go to weapons editor, I put 16 damage, go to unit editor, put max attack to '1', so now the Zealot attacks once, dealing full 16 damage.

Now, I load the patch in the MPQ and whatnot, and I go and see the Zealot has 32 dmg.

So I'm like 'wtf mate happy.gif;' and I go back to Arsenal 3 and see the max attack is set back to 2. So I set it to 1, redo everything, and it still is 32 dmg. I check again, its set to 2 again.

How do I fix this T___T''
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-03-28 at 23:14:23
Thats cause the max hit option does'nt do anything, its just a pretty little label to look at in staredit tongue.gif

If you wanna change how many times it damages, look at the iscript...it has it attacking twice
(and starcraft doubles display ammount of damage for zealot, but does'nt change actual ammount)
Report, edit, etc...Posted by Zoan on 2006-03-29 at 18:50:37
QUOTE(TERRAINFIGHTER @ Mar 28 2006, 11:14 PM)
Thats cause the max hit option does'nt do anything, its just a pretty little label to look at in staredit tongue.gif

If you wanna change how many times it damages, look at the iscript...it has it attacking twice
(and starcraft doubles display ammount of damage for zealot, but does'nt change actual ammount)
[right][snapback]455340[/snapback][/right]


I'm looking at the Iscript, but How would I make it just attack once?

._.
Report, edit, etc...Posted by EzDay281 on 2006-03-29 at 20:22:58
QUOTE
(and starcraft doubles display ammount of damage for zealot, but does'nt change actual ammount)

Well, one of the problems here is also changing the displayed damage amount. How do you change it to reflect the unit's damage even if they have a different number of attack/factor in their weapons/iscript than default?(for example, a 3 attack Zealot's listed damage will be 33% lower than its ACTUAL damage).
Report, edit, etc...Posted by nirvanajung on 2006-03-29 at 21:35:26
right~! basically... SC engine dont take weapons value of iscript into account
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-03-29 at 22:17:23
The Zealots's Iscript is this:
CODE
ZealotGndAttkInit:
playfram        0x00 # frame set 0
wait            1
ZealotGndAttkRpt:
playsndrand     2 662 663 # Protoss\ZEALOT\pzeAtt00.WAV, Protoss\ZEALOT\pzeAtt01.WAV
playfram        0x11 # frame set 1
wait            1
nobrkcodestart  
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x44 # frame set 4
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
nobrkcodeend    
gotorepeatattk  
ignorerest      
ZealotGndAttkToIdle:
goto            ZealotOther


Now, I think the actual attack is the attack1c. When I copied this and replaced those with attack26's for an air attack, everything worked fine. I think the attack1c's are specially used for melee attacks--but don't quote me on that. So just get rid of the attack1c's and put in an attack25/1 or attack26.
Report, edit, etc...Posted by Zoan on 2006-03-29 at 23:33:48
QUOTE(Lord_Agamemnon @ Mar 29 2006, 10:17 PM)
The Zealots's Iscript is this:
CODE
ZealotGndAttkInit:
playfram        0x00 # frame set 0
wait            1
ZealotGndAttkRpt:
playsndrand     2 662 663 # Protoss\ZEALOT\pzeAtt00.WAV, Protoss\ZEALOT\pzeAtt01.WAV
playfram        0x11 # frame set 1
wait            1
nobrkcodestart  
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x44 # frame set 4
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
nobrkcodeend    
gotorepeatattk  
ignorerest      
ZealotGndAttkToIdle:
goto            ZealotOther


Now, I think the actual attack is the attack1c.  When I copied this and replaced those with attack26's for an air attack, everything worked fine.  I think the attack1c's are specially used for melee attacks--but don't quote me on that.  So just get rid of the attack1c's and put in an attack25/1 or attack26.
[right][snapback]455803[/snapback][/right]


What program u using? I'm using ICE >_<
Report, edit, etc...Posted by EzDay281 on 2006-03-29 at 23:51:25
That's IceCC.
He's right about what he was saying.
What IceCC calls attack1c, ICE calls Randomly play one of two sounds.
Just replace those with Play Sound X and Use Appropriate Weapons.
Report, edit, etc...Posted by Ojan on 2006-03-30 at 09:04:21
So what does attack1c do? Melee attack is pretty vague tongue.gif
Report, edit, etc...Posted by nirvanajung on 2006-03-30 at 10:49:02
attack1c is just play sound along with "attack25" combined in instruction
Report, edit, etc...Posted by BSTRhino on 2006-04-02 at 17:21:32
Actually attack1c is special because it is a playsnd but it does an attack without creating a weapon flingy. That is why Zerglings, Zealots and all other melee units can still do damage even when the sprite limit has been hit. That's also why the Zergling weapon claws has the flingy "Zerg Scourge" as its weapon flingy. This would normally crash the game, but since attack1c does not create a weapon flingy the game does not crash. It's a subtle difference, but it's interesting to know it's there. It might come in handy one day.
Next Page (1)