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Staredit Network -> Modding Chat -> Unknowns
Report, edit, etc...Posted by Pyro-Fire on 2006-06-03 at 11:22:52
__2b <num> - Makes the unit face a certain direction when it has finished the label. i believe 0 is to the left. not sure... blink.gif

__36 - Does some pretty weird stuff with the animations. I think it makes it go into the attack frames untill ordered to do something else. It freezes the current label.

__3d <num> - Creates another shadow <1> amount of pixels horizontal. Either that or it re-creates all "imgul09" tags <1> amount of pixels horizontal.

__02 <num> - Moves the main sprite <1> amount of pixels horizontal, kinda screws around with a few things, like the green ring stays around the shadow, but to click-select him, you must click the sprite, or put a box around the shadow.

__04 <num> - Same as above, but the ring stays around the shadow, and you can only select it by putting a box around the shadow

__12 - Not sure how it worked, i had it at the end of a ghost shooting, what it did was it forced the shooting sprites to play repeatedly, untill i moved it. then it just froze at the location i moved it to and kept walking without actually moving. only way to stop it is to kill it.



Thats all i could find out =\ hope its helpful
Report, edit, etc...Posted by Voyager7456(MM) on 2006-06-03 at 11:36:39
Hmmm... according to SCU:

QUOTE
__36 0x36 - returns from call.


QUOTE
__2b 0x2b - plays a particular frame if the current sprite is not cloaked, otherwise becomes invisible.
Report, edit, etc...Posted by Pyro-Fire on 2006-06-03 at 11:40:34
__2b 0x2b - plays a particular frame if the current sprite is not cloaked, otherwise becomes invisible.

definately what it is. i must have just number'd a frame that makes it face in a certain direction.



__36 0x36 - returns from call. confused.gif


Well, hope what i found out helps, bye now.
Report, edit, etc...Posted by Rikimbo on 2006-06-06 at 11:21:19
Now that's interesting... I've been wondering about those iscript opcodes for a while, but I'd never been able to find any discussion about the ones not known in the ICECC documentation. Is there any place where information on those opcodes has been compiled and documented?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-06 at 12:47:08
Somewhere on here I've got a bunch of info that I pulled from the exe one day.... check my posts in this thread

Documentation isn't great...but that's what SCU is for, if we get around to getting the info in it.

btw, how did you test 0x12? Normal IceCC(not Doodle's update) doesn't have the right amount of parameters. I'm wondering what you used as a flingy ID, and how you got it to loop...

Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-06 at 15:19:19
for those of you too lazy to search for his posts yourself, heres a quote from both of them smile.gif

QUOTE(DiscipleOfAdun @ Feb 14 2006, 10:02 AM)
Okay, I'm putting this here so that I can get dissenting opinions.  Note, this is only the instructions that I know of that you haven't really said much about changing.  Wait for me to get the header part up before you compile.

__02 - sethorpos <byte>
__04 - setpos <byte(horizontal)> <byte(vertical)>
__12 - uflunstable <word> don't ask how to use it, it's a mess of complicated restrictions

These two are the engine ones, just quick names, change if you want
__2b - engfram <byte>
__2c - engset <byte>

__23 - setspawnframe or gotoframe, not sure which - ask BST which name is right or test yourself.  Can't remember if it is applied to the spawn or the change.  Used in installation trap missile turret.

__37 - chngflspeed <word> - if the unit has a speed variable, change to word.  This is the opcode that I'm proudest to have solved. smile.gif

trgarccondjmp - trgposcondjmp (variable the same)
__3c - curdirectcondjmp (same variables)

__3f - curliftoffcondjmp

__40 - warpoverlay (same variable) - um, just to give it a name?

__44 - dogrddamage

sprol0e - sprul

Use TERRAINFIGHTER's list for some of the rest, except the underlay switching one.  I'm pretty sure it is a replace underlay, but I'm not sure, because of the  I've got the asm commented partially on that one, so I'll go look at it.  If you guys disagree with something I've put, tell me why and we'll see if we can't get it worked out.  Soon, I'll have the header info up.

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QUOTE(DiscipleOfAdun @ Feb 14 2006, 07:04 PM)
Oh, ok.  anyway, that was written up when I was about half awake.

__0c - not used

__12 -  It stands for Unique FLingy UNSTABLE.  As for what it does, 98% of the time it will crash, but there is a use for it, I think.

__23 - I'll get an acurate name soon....

__2d - umm, deals with the cursor, don't know what it should be called

__3d - spullnextid - spawns next ID as an underlay at <horiz> <vert>

__3e - not used

__43 - not used

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Report, edit, etc...Posted by Voyager7456(MM) on 2006-06-06 at 21:27:42
QUOTE
__37 - chngflspeed <word>


This sounds sexy... *experiments*
Report, edit, etc...Posted by Pyro-Fire on 2006-06-07 at 03:58:41
QUOTE(DiscipleOfAdun @ Jun 6 2006, 11:46 AM)
Somewhere on here I've got a bunch of info that I pulled from the exe one day.... check my posts in this thread

Documentation isn't great...but that's what SCU is for, if we get around to getting the info in it.

btw, how did you test 0x12?  Normal IceCC(not Doodle's update) doesn't have the right amount of parameters.  I'm wondering what you used as a flingy ID, and how you got it to loop...


[right][snapback]500628[/snapback][/right]

I just put the code at the end of the ghost's ground weapon attack: GhostGndAttktoIdle, it was the second-last code to be run.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-07 at 11:25:07
Interesting...what flingy did it create?
Report, edit, etc...Posted by Pyro-Fire on 2006-06-08 at 07:48:58
the rock type thing
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-08 at 11:07:10
Hmmm. Well, I applaud you for being able to use it w/o crashing the game immediately. That's not easy to do with that command.
Report, edit, etc...Posted by Pyro-Fire on 2006-06-10 at 03:18:09
doesnt crash at all. smile.gif
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