I think I know how to do this, but I'm trying to get around the exe restriction of the overlay. See, I've been able to, with normal modding tools(no hex editing), make a supply depot act like a bunker. It takes DatEdit and Memgraft, but it can be done. However, the overlay that is used by the attack is the same for every building, and I'm wondering if you guys have any ideas on how to get around that. I'm not too good an iscripter, otherwise I'd have a better idea on this. Any suggestions?(I have 1 or 2 ideas, but I'd like to first hear all of yours.)
It's not in the Iscript, so I think it's 1 of 2 answers
1. one of the lo* overlay files listed for the bunker in images.dat
2. it's hardcoded, sorry
It's overlay 1 in DatEdit that tells were on the unit to place the grp, and it is hardcoded as to what grp. What I'm wondering is if there is a way to iscript each bunker-like building to play a grp when it attacks. However, remember, the building doesn't have a weapon(yet, but I think weapons mess with the order for bunker attacks....not sure)
Also, I have not looked at how firebats attack from in bunkers. Anyone have any info on the grp it uses?
for the firebat, I think it uses thingy\flamer.grp (same as firebat)
Hmmm... well there is a way to iscript a GRP over the building, assuming that the bunker attack uses a specific animation... or maybe it can be given a specific animation through orders.dat?
Yeah, but how to get it to play only during an attack is what is getting me. I'm going to look at it this weekend.
As for the order, the bunker itself is running the 'Nothing' order. The units inside are running the 'Bunker Guard' order. We can't give 'nothing' a different iscript without editing everything that uses that 'nothing' order. And I was thinking about the overlays. If I use imgol0a, I can set it to use a .lo file for the coords. But, how to get the attack only?
I'll see what firebats do also. I may not need to change them....they may just use the .lo file for offsets for their image. That would make this easier.
Maybe there would be a way to remove the overlay, and add some attack frames to the building itself. And then iscript it.
I'm going to see what giving a damageless, invisible weapon to the bunker does. If that works, then I can script in the Attack animations the overlays. Its a shot, isn't it?
QUOTE(DiscipleOfAdun @ Apr 21 2006, 11:07 PM)
...Its a shot, isn't it?
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You mean how does the overlay look?
No, it's an expression. Anyways. I was able to get everything except for the direction of the overlay placed by imgol0a. Any suggestions on how to get it to place an overlay in the direction of the target of the units inside it?
It's only a wild guess, but maybe you try with the opcode Sunken colony uses for its attack?
BroodKiller's right, that opcode would work, assuming that the Bunker uses the target of the units inside it as its target...
I don't think it does. But, that is the right opcode. Unless there's something tricky about the lo file. I'll look at it later and see what comes up. Right now, I've got some other things that are more important than this. Thanks for the ideas....I hope that it can work sometime.
I wish you're succesfull, mate - the bunker has buggered many modding minds already, and many many people would enjoy the ability to use it for various effects.