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Staredit Network -> Modding Assistance -> Adding spellcasting animations
Report, edit, etc...Posted by Kumano on 2006-05-03 at 17:47:42
Well, I don't know a whole lot about modding, but there are a few things I want it for in my map.

The main thing is making a zealot able to use dark swarm (basically as a targetter for ranged things), and I didn't want to get into adding spells to units so I decided just to make a defiler look like a zealot. Although I haven't tested it, I'm pretty sure without any spellcasting animations for the zealot, it would just crash, and I don't really understand how to edit those things.

As a smaller problem, how do I change the wireframes and sounds of units?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-05-03 at 18:55:21
It's fairly simple to add a spellcasting animation to the Zealot. You'd need to use IceCC.

Open IceCC, and select the Protoss Zealot from the Units menu.

Press Decompile, and save the decompiled file as zealot.txt

Make the following edits:

CODE


Change SpAbility2      [NONE] to SpAbility2      ZealotSpAbility2

Add the following section:

ZealotSpAbility2:
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
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
castspell
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
nobrkcodeend    
ignorerest      



What did we do here? We copied the Attack animation of the Zealot, told it to use it as a spell casting animation and replaced the attack command with a castspell command so that it would cast spells.

Keep in mind that the Zealot does not have a Burrow/UnBurrow animation, so if you want those, we'll have to add them as well.

Then all you need to do is edit units.dat, and change the Graphics value in the Graphics tab of DatEdit from Zerg Defiler to Protoss Zealot.


Wireframes are contained in 3 GRP files (wirefram.grp, which contains the big ones, grpwire.grp, which contains group wireframes and tranwire.grp, which contains transportable wireframes.)

Editing them is somewhat of a pain, since it needs to use a special palette in order for shield/health data to appear properly. If you just want to replace the Defiler wireframe with the Zealot wireframe, it shouldn't be too much of a hassle though:

- Decompile tranwire/wirefram/grpwire.grp
- Search for the file wirefram065.bmp, copy it.
- Delete the file wirefram046.bmp, and rename your copy of wirefram065.bmp to wirefram046.bmp
- Recompile the GRP
- Repeat the process for tranwire/grpwire.grp.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-05-03 at 18:55:32
heres the steps:
1. In units.dat (hopefully you're using DatEdit and not Arsenal III), edit the 'Graphics' tab
2. you would usually edit the Iscript to prevent the unit from crashing, but I don't think this change requires it
3. edit the unit\wireframe\(name here) files (extracted with WinMPQ) with RetroGRP
4. open up DatEdit again, and edit the unit in units.dat's movement/sound tab and check the defilers sounds, then copy them to the zealot


or if you want to do it the other way and add it to the zealot, you would have to downgrade starcraft in order to use memgraft
Report, edit, etc...Posted by Kumano on 2006-05-03 at 19:56:17
QUOTE(Voyager7456(MM) @ May 3 2006, 02:54 PM)
It's fairly simple to add a spellcasting animation to the Zealot. You'd need to use IceCC.

Open IceCC, and select the Protoss Zealot from the Units menu.

Press Decompile, and save the decompiled file as zealot.txt

Make the following edits:

CODE


Change SpAbility2      [NONE] to SpAbility2      ZealotSpAbility2

Add the following section:

ZealotSpAbility2:
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
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
castspell
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
nobrkcodeend    
ignorerest      



What did we do here? We copied the Attack animation of the Zealot, told it to use it as a spell casting animation and replaced the attack command with a castspell command so that it would cast spells.
[right][snapback]478897[/snapback][/right]


Unless I'm soing something wrong, I think you misunderstood what I wanted. I wanted the zealot to actually make the dark swarm (it sets off triggers), not use it as an attack, although it's quite likely I made a mistake somewhere.

Edit: Nevermind, I got it working.
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