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Staredit Network -> Modding Assistance -> Race Conversion Problems (Not amatuer questions)
Report, edit, etc...Posted by xitwound117 on 2006-04-06 at 19:39:04
Alright, here's the deal, I'm making a mod using StarGraf, MemGraft, and Arsenal III (Arsenal Zero has done a few weird things to the game before, I don't trust it). Now, I've succeeded in converting the Protoss to be pretty much the same as the Terran; the probes are SCVs and build just like SCVs, the buildings build just fine and the game doesn't crash through the building process.

The problems are with the converted Bunker, Starport, and Refinery. (Note: when I say "converted [name]", I mean it was a protoss building and is now a terran building)

1) The refinery will build, but it always says "Depleted", it doesn't cover the gyser, and you can't harvest from it.

2) The game crashes when I try to make a converted Wraith at the converted Starport. I can't figure out why. I've looked at the stats for the Starport in Arsenal III, and I notice it doesn't have a "Produces Units" check. Would that be involved? I fixed the Wraith, but I have another unit problem. Every single unit can be built now, except for the stupid Tank. For the life of me I can't figure out where its preventing me from doing it. The button won't even show up, which implies that there's something wrong with the requirements, but my requirements for it are perfect.

3) The converted Bunker won't load anything into it. I changed the requirements for the "Pickup" AI action from "Current unit must be Terran Bunker" to "Current unit must be Terran Bunker or [Converted Bunker]" but it still won't work. Well, I half-solved this. Or, I found the problem, but it creates another problem. I realized, Terran units would load into Protoss and Terran bunkers, but the Protoss converted units would not enter bunkers at all. How do I get converted units to enter Bunkers?

The other bugs I can work out, but these have me stumped. Any help would be really appreciated.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-06 at 22:29:06
Do you mind listing the requirements you're using for the Tank?

The requirements for Pickup should be Current unit must be Terran Bunker OR Current unit must be Converted Bunker... although I'm not sure if that's the problem.

I think the Bunker's effect is hardcoded though, so keep in mind that units won't fire out of it.

Also, if you're having trouble with Arsenal Zero, try using DatEdit, it's a newly released Dat Editor that has many features and is very stable.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-06 at 22:43:00
QUOTE(xitwound117 @ Apr 6 2006, 06:38 PM)
1) The refinery will build, but it always says "Depleted", it doesn't cover the gyser, and you can't harvest from it.

2) The game crashes when I try to make a converted Wraith at the converted Starport. I can't figure out why. I've looked at the stats for the Starport in Arsenal III, and I notice it doesn't have a "Produces Units" check. Would that be involved? I fixed the Wraith, but I have another unit problem. Every single unit can be built now, except for the stupid Tank. For the life of me I can't figure out where its preventing me from doing it. The button won't even show up, which implies that there's something wrong with the requirements, but my requirements for it are perfect.

3) The converted Bunker won't load anything into it. I changed the requirements for the "Pickup" AI action from "Current unit must be Terran Bunker" to "Current unit must be Terran Bunker or [Converted Bunker]" but it still won't work. Well, I half-solved this. Or, I found the problem, but it creates another problem. I realized, Terran units would load into Protoss and Terran bunkers, but the Protoss converted units would not enter bunkers at all. How do I get converted units to enter Bunkers?

The other bugs I can work out, but these have me stumped. Any help would be really appreciated.
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1. Try going back to the default Assimilator and just changing a few properties, like the graphics and such and then tell it to use the same iscript as the refinery (in images.dat)

2. Did you make sure that you fixed the setup for it so it uses the correct lo* file?

3. You really can't, at least not with the current modding tools (once firegraft comes out, it might be able to)

its hidden in the exe somewhere, you'd have to hex edit in order to get it working (you might can ask DiscipleOfAdun tongue.gif )
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-07 at 10:32:45
1. You actually probably messed up something by using A3. Do not use it. Use DatEdit. A3 messes with the position placement, which would offset the Refinery.

2. Are you sure the requirements are completely correct? And the Act and Req vars and reqs and vars are all correct?

3. It is exe hidden. Sorry, no easy way around it yet.
Report, edit, etc...Posted by xitwound117 on 2006-04-07 at 13:59:04
QUOTE(DiscipleOfAdun @ Apr 7 2006, 09:32 AM)
1.  You actually probably messed up something by using A3.  Do not use it.  Use DatEdit.  A3 messes with the position placement, which would offset the Refinery.

2.  Are you sure the requirements are completely correct?  And the Act and Req vars and reqs and vars are all correct? 

3.  It is exe hidden.  Sorry, no easy way around it yet.

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Oh, sorry, I meant the converted Refinery. The normal one works absolutely fine, but the Protoss Assimilator, which I have converted into a Refinery, will not work. Unless that's what you're talking about... Well, I'll see what I can do about DatEdit. The problem is that I've already done a signifigant amount of work in Arsenal III. Maybe I'll just leave gas harvesting out of the mod.

Action and Requirement variants have been checked many times. IN FACT, I've even tried making it completely identical to its preceeding button; I copied the vulture button (which works fine) and pasted it over the tank button and it STILL won't show up. I've also tried using different units, but to no avail.

QUOTE(TERRAINFIGHTER @ Apr 6 2006, 09:42 PM)
1. Try going back to the default Assimilator and just changing a few properties, like the graphics and such and then tell it to use the same iscript as the refinery (in images.dat)

2. Did you make sure that you fixed the setup for it so it uses the correct lo* file?

3. You really can't, at least not with the current modding tools (once firegraft comes out, it might be able to)

its hidden in the exe somewhere, you'd have to hex edit in order to get it working (you might can ask DiscipleOfAdun tongue.gif )
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Ah, I might try that Refinery suggestion.

lo* file? Well, I don't really have any idea what that is, however, I've managed to do every other button and unit perfectly fine, so I'm at a loss.

Anyway, thanks to all of you for the help.
Report, edit, etc...Posted by nirvanajung on 2006-04-07 at 16:46:07
There is some notice about modify

1. in Assimilator between Refinery there is difference script contents
so even if did edit unit correctly but it would be dont works rightly

2. lo* file is basically set location of overlay
representative used unit is Tank and Goliath they constituted with turret and
bodybeing and there 2 things are have each different scripts

3. in my experienced, most complex working about races is hardcode
even if could make as well,sometimes that is some imperfection work
Report, edit, etc...Posted by Ojan on 2006-04-08 at 05:05:40
QUOTE
Oh, sorry, I meant the converted Refinery. The normal one works absolutely fine, but the Protoss Assimilator, which I have converted into a Refinery, will not work. Unless that's what you're talking about... Well, I'll see what I can do about DatEdit. The problem is that I've already done a signifigant amount of work in Arsenal III. Maybe I'll just leave gas harvesting out of the mod.

Arsenal III will mess up your file since it interprets the file specs incorrectly. Use DatEdit - it can load in anything you've made in Arsenal III tongue.gif

QUOTE
Action and Requirement variants have been checked many times. IN FACT, I've even tried making it completely identical to its preceeding button; I copied the vulture button (which works fine) and pasted it over the tank button and it STILL won't show up. I've also tried using different units, but to no avail.

In the units tab (in StarGraft) you have made sure that the converted factory has the correct number of commands, right?

QUOTE
lo* file? Well, I don't really have any idea what that is, however, I've managed to do every other button and unit perfectly fine, so I'm at a loss.

.lo*-files are overlay files that set where certain graphics are placed on another graphic. Download LoEdit from ShadowFlare's Realm to edit them.
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