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Staredit Network -> Modding Assistance -> about IceCC
Report, edit, etc...Posted by Hackerck on 2006-04-11 at 23:03:36
here is the situation, the lurker has the line splash right? and when it attacks it has a line of needle or spindle right there right?what i want to do is when lurker attacks, i want the line thing goes every direction.kind like a star thing. anyone help?
Report, edit, etc...Posted by BroodKiller on 2006-04-12 at 10:27:28
!)Your problem is not quite about IceCC, but Arsenal3 also.
@)Arsenal3 is dead and sucks A LOT, use DatEdit instead (it's in the DLDB)
#)You problem is caused by a mistake in Arsenal3. The "Line Splash" option is mislabeled and it works just as the standard Radial Splash, but only affects the units that does not belong to you. Your question would require making an attack sequence that will target nothing (the "star thing") which is not doable according to my knowledge.
Report, edit, etc...Posted by nirvanajung on 2006-04-12 at 17:14:58
he's right~! first off, lurker's weapon "spines" is attack to taget so that goes one direction to target unit/building
if spines go to several directons then need to make new weapons behavior
and that behavior is should attack to no target and just goes round scope

in iceCC (iscript.bin), that could be make just graphical fake efftect
but real attack fact is not change that need to make new weapons behavior

and i guess that is very hardcode things because StarCraft is basically all
wepons is work to target but that behavior have to work to round scope
Report, edit, etc...Posted by Hackerck on 2006-04-12 at 21:27:40
Then what kind of behavior should i choose? Unknown?
I tried it but it doesn't work
Report, edit, etc...Posted by EzDay281 on 2006-04-13 at 15:38:34
Okay, do you mean you want the Lurker to shoot the spines out in several directions?
If so, you would simply add Turn X frames (counter or not) clockwise, attack with appropriate, repeat.
Report, edit, etc...Posted by nirvanajung on 2006-04-13 at 17:23:42
QUOTE(Hackerck @ Apr 12 2006, 07:27 PM)
Then what kind of behavior should i choose? Unknown?
I tried it but it doesn't work
[right][snapback]464174[/snapback][/right]

i think that adding new behavior in weapons.dat is very hardcode
but u could make similar with editing iscript.bin / weapons.dat

but i say again, even make that similar, real attack fact is not change
Report, edit, etc...Posted by Hackerck on 2006-04-13 at 18:35:00
Thx so much EZday, u helped me a lot thx so so so so sooooooooooo much, now u would probably say lol but u know what? I am a total noob at IceCC, so can u tell me the exact way to write it in IceCC?
Report, edit, etc...Posted by BroodKiller on 2006-04-14 at 04:14:50
Hmm...I don't really see how could this work EzDay? The 'attack with appropriate' opcode still requires a target for it, so the best you can probably get is having the lurker attack 6 times the same target, with the worst here is crashing the game.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-14 at 09:32:22
No, it works. I've seen mods that have done things like having Dragoons shoot lasers in a circle around them.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-14 at 11:49:16
Thats simply cause it uses the Halo (Spin) behaviour, and a iscript to support it (that could solve your problem also)


Sorry I didn't notice this topic earlier, I kind've ignored it on accident
Report, edit, etc...Posted by nirvanajung on 2006-04-14 at 13:08:47
QUOTE(BroodKiller @ Apr 14 2006, 02:14 AM)
Hmm...I don't really see how could this work EzDay? The 'attack with appropriate' opcode still requires a target for it, so the best you can probably get is having the lurker attack 6 times the same target, with the worst here is crashing the game.
[right][snapback]465013[/snapback][/right]

i'm same opinion with u, there stil requires a target
QUOTE(Voyager7456(MM))
No, it works. I've seen mods that have done things like having Dragoons shoot lasers in a circle around them.

that goon's weapon does works with multi directions at once ?
and that every lasers goes follow none target, i mean that actually goes to just each directions?
like this ?
Report, edit, etc...Posted by Darktossgen(MM) on 2006-04-14 at 13:58:56
Look at Starcraft.org's '' The Grim Mod ''.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-14 at 15:16:22
Of course you post that when I'm looking for the link... tongue.gif

http://www.starcraft.org/customs/CustomsDB...difications/106

Take a look at the Dragoon/Lurker in this mod. They do exactly what he wants.

I believe Ez is right, a simple turn frame should do it...

It'd look something like this:
CODE


LurkerGndAttkInit:

turn1cwise
attack26
turn1cwise
attack26
(...34? more times...)


Report, edit, etc...Posted by nirvanajung on 2006-04-14 at 15:43:06
ok dude, i will play that and i think that is very interesting effect

Addion:
hm...... i was play that right moment ago,
but that is different thing.. i meant that is still have just one target
that is same to what i'm said this thing

QUOTE(me)
i think that adding new behavior in weapons.dat is very hardcode
but u could make similar with editing iscript.bin / weapons.dat
but i say again, even make that similar, real attack fact is not change


that is just fake animation and just graphical effect that still not fact behavior

i mean, that should goes without targeting and damage go to every directions
but that still damage just one target unit/building
also when u look more details, that goon's weapons goes a round like clock
that should goes just at once, oneshot and multiple laser or missile go
like sprinkle own weapons to all over the place in one breath

like this .... this image is correct works
Report, edit, etc...Posted by EzDay281 on 2006-04-15 at 12:20:45
That's most likely the INTENDED effect in the mod, by adding waits.
For a good example of this working, just look at BSTRhino's Infested Terran in Zerg Doom.
Not sure if he bothered to add Do Damage opcodes into whatever custom missile he's using for it, but if he did, then it'll instantly cause a spray of attacks outward that damage everything along the path.
One thing I noticed is that if you set a missile's iscript to Do Damage in its flying animation ( initial, initial ground attack ), and give it a splash, then it'll splash at its current location, which is why my Lurkers in NovaCraft can damage in a line without spines, but don't hit every frame when the Glave Wurm is flying to the target.
One aspect of the Lurker Spines missile behaviour is that they'll travel in a straight line in the direction the unit is facing at the time of attack, meaning that if you force the unit to face away from the target, its attacks will still fly in a straight line in its NEW direction( and hopefully hit something that you didn't target ), and as I stated before about the Do Damage iscript... by having a turning Lurker, it'll correctly shoot out spines in several directions, and it really will do damage.
Report, edit, etc...Posted by BSTRhino on 2006-04-16 at 01:40:47
Yes, EzDay was right all along. Gosh, I must've not advertised that Infested Terran attack well enough, it was my favourite effect in all the Doom mods. Seriously, if there was one effect I could recommend you to look at in all three Doom mods, that'd be it. So, only like, one person saw it? Heh, oh well...

I don't know about my good friend GrimTerror's mod, but the Infested Terran in Zerg Doom definitely hurts everything throughout a 360-degree radius, and it's got domissiledmg commands so that there's just this outward spray of damage. So it's possible. Just do what EzDay said.

There are 32 turn directions in a 360-degree circle, so you'd just need to repeat what Voyager said 32 times. When I experimented I actually chose to do it 16 times, turning by 2 each time. But it's your choice to decide how many spokes you want in your radial effect.

I was actually playing around with an effect earlier that happens to be exactly what we're talking about here. So, if you still need convincing that such a thing is possible, try the Marine in this mod. That's the effect I'm thinking about using for the Archon in the final Doom mod, so please don't steal the idea.
Report, edit, etc...Posted by Hackerck on 2006-04-16 at 10:44:55
So after all those expert discussion, can yo just tell me the code that i have to put in IceCC and other things i have to do?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-16 at 11:59:44
Placing this code
CODE
turn1cwise
attack26


32 times in the Lurker's attack animation should work.
Report, edit, etc...Posted by nirvanajung on 2006-04-17 at 15:22:04
QUOTE(Voyager7456(MM) @ Apr 16 2006, 09:59 AM)
Placing this code
CODE
turn1cwise
attack26


32 times in the Lurker's attack animation should work.
[right][snapback]466766[/snapback][/right]

no, if write that, then just self lurker's body will turning and attack goes still one direction
turn1cwise is work to own present script, that lurker's attack animaiton header
allow just them self so turn1cwise code will not connetion he's weapons targeting
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-17 at 16:16:16
Sorry, turn1cwise doesn't work, but turncwise 1 does. So replace every turn1cwise with turncwise 1 .

@Nirvanajung: Due to the Subterranean Spines behavior all of the spines will do damage.
Report, edit, etc...Posted by scwizard on 2006-04-17 at 16:37:19
Awesome, I didn't realize this was possible before.

Still, if it's that simple to make a lurker with that affect, someone would just post the new decomplied lurker iscript on here as well as the approprate units.dat file.
Report, edit, etc...Posted by nirvanajung on 2006-04-17 at 17:59:34
hmm.... u guys missed important key point
what is the point ?.... think about Starcraft unit behavior

Actually... starcraft unit have just one attacking target
in this subjective point is unit must have multy target
but as BK saying.....that is not quite about iscript and any iscript opcode can't make own attack target,
behavior of weapons target just have connection with weapons.dat

ok then i tell urs about programical explain

first off, u guys mix up grahical work and practical attack work
BSTRhino gave a good mod to show urs about my explain
thx BSTRhino ~! u r gave to us what u worng about ur saying

here is Outward_splash_marine mod screen
this situation is marine around about have many target unit(supply depot) to allow attack
user posted image

ok now marine must have target to attack with his weapon

user posted image

this is important key in this problem , as like u seen... marine's wepon have a target to start attack, then other sparyed weapons must have own target
or just goes to none target and when hit to unspecified units then that should be damage

if will make that first off, that prayed weapons have to be practical object of weapon,must be not just graphical sprite ... must be practical object in programical in StarCraft game Engine

user posted image

ok then here is images to explain
user posted image

as u guys seen, there is explosioned supply depot one, that was marine's target
to attack
when marine shoot his weapons to target that weapon will looks
sparyed to outward all directions but practical weapon object is just one of spared things, that mean is even that showed looks like sparyed out to all over the place
but practical weapon object is connetion to weapons.dat information

so that why is iscript.bin opcode can't make own weapons target
so even if use "attack26" "Do damage" abut weapon code, that code works with only practical weapon object, so used that code other sparyed sprite will not works to damage that works with just one weapons object connected to weapons.dat
that is just graphical object in programical of StarCraft engline

and "turn1cwise" and "turncwise" whatever "turn...."
code is just show turn images..just turn showed with GRP frameset
if u want know about that code, then just read iceCC manual then u can get know about what Actually works that code
so even looks turning but real position of unit is not changes, weapons going direction is too real going direction is work under connection to weapons.dat and flingy.dat and StarCraft game Engine

To make a long story short, this problem is not quite about iscript.bin as same to BroodKiller's saying
Report, edit, etc...Posted by Hackerck on 2006-04-17 at 18:00:28
still didn't get it, just give me the whole thing under lurkergndattack
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-17 at 18:19:09
It definitely works...

I tried recreating the effect myself... a video is attached.

Iscript:
CODE
LurkerGndAttkRpt:
wait            1
turncwise 1
attack26        
[This continues 31 more times.]
playsnd         64 # Bullet\SpoogHit.wav
attack26        
nobrkcodeend    
gotorepeatattk  
ignorerest      
Report, edit, etc...Posted by nirvanajung on 2006-04-18 at 14:59:18
QUOTE(Voyager7456(MM) @ Apr 17 2006, 04:18 PM)
It definitely works...

I tried recreating the effect myself... a video is attached.

Iscript:
CODE
LurkerGndAttkRpt:
wait            1
turncwise 1
attack26        
[This continues 31 more times.]
playsnd         64 # Bullet\SpoogHit.wav
attack26        
nobrkcodeend    
gotorepeatattk  
ignorerest      

[right][snapback]467511[/snapback][/right]

oh~! then truncwise is allow change unit standing direction?... hmmm
that is interesting i didin't realized that before
ok then i try that now~! hm.... that is very impressive

ADDITION:
QUOTE(BSTRhino @ Apr 17 2006, 04:43 PM)
If I chose to set the weapon damage type to "normal", then all 32 weapon flingies would apply damage to the target. But because I chose the splash damage explosion, all the weapons can hurt units other than the target, and also characteristic of splash damage explosions, the damage is applied around the current location of the weapon flingy. That's why this effect works, even though the weapons have only one target.
[right][snapback]467516[/snapback][/right]

hmmm... there is mistery something....
allight basically type "normal" then will damage to around target
as u saying but that is not important thing ,important propertie is Explosion setting

i did modified weapons.dat ur Outward_splash_marine mod to search what is
extactly work to like that

if those spraied weapons is practical object of weapon, then that should hit to
damage irrespective of what have weapons type/explosion and behaviour
am i saying right ?

but when i modified that marine's Riffle to ( type : normal /use and explosion:normal )
then that each spraied weapons doesn't hit to any units and dosn't make damage

look at this screen

1. this is ( type : normal / explosion:Splash:enemy | Behaviour : Spines same to lurker )
user posted image

right that is do damage around

2. this is ( type : normal /use and explosion:normal | Behaviour : Spines same to lurker and other thing is same to ur Outward_splash_marine mod )

user posted image

as u seen, that spraied weapon object is not hit to any units and does not make
damage, that is just have one weapon object to hit and damage

hmm... when i saw Voyager7456(MM)'s videos i thought that does works to make weapons target
with turncwise 1 and attack26 codes if that make attacking behaviour as like spary
out to place if so that should make practical object of weapons irrespective of anything of weapon types

but that works requirement to Splash explosion type of weapons.dat

hmm... that is mistery things.... what uguys think about this?.... have any idea?
so i think my saying before, was right a some extent, i think so
iscript can't make perpectly by that self as ever weapons.dat make allow practical
object of weapons but i realize that turncwise 1, attack26 code of iscript make
standing direction of unit

however, that is good news to modding more attack type
according to that way.. then can make unit like Diablo's charactor and spells
like Sorceress smile.gif

ADDITION:
here is another interest and mistery work
i modified a some of properties weapons.dat
also i know BSTRhino's mod had modified flingy.dat
anyway, when changed weapon behaviour to "file hit to target"
and Damage properties are type : normal / explosion: Splash / enemy
so then marine's Rifle goes like lightning bug are riding the whirlwind
acutally... that whirlwind effect is does work irrespective of explosion type

i guess that works with combination with flingy.dat and iscript
hmmm even so there are so many differenct works variety
even same conditions, that make changed so variety by just a some difference

play this attached video then u will see that like lightning bug are riding the whirlwind
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