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Staredit Network -> Modding Assistance -> Broodling Problems
Report, edit, etc...Posted by XrPLeon on 2006-06-08 at 17:50:28
Okay. First of all, I'm sorry to waste a post on this, because I know it's not something that is difficult to do. I've searched the forums on this but I couldn't figure out how to do it. I apologize.

Now to the point: This is my broodling.
A simple broodling with 10 HP and 1 defense, no shields no nothing. Its weapon? Spawn broodlings. I used ICE to give it a ranged attack, so it spawns other broodlings. In ICE, I did both of these things:
Set unit order to die
Use suicide weapon
However, when it attacks it's still alive. I want it to die after attacking, but I also want to keep the brooding effect. Can someone help me?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-06-08 at 17:56:30
Sure, there's a simple way to do this. Modify one of the unused weapons to have the Suicide behavior. Add the command useweapon xx (where xx is the weapon ID) in the attack animation. As a final touch, add the imgul command from the Broodling's death animation into the attack animation as well.
Report, edit, etc...Posted by Darktossgen(MM) on 2006-06-08 at 19:21:06
Just do the same thing in ice..O.o
Report, edit, etc...Posted by Darktossgen(MM) on 2006-06-08 at 20:08:21
1st. Its Datedit and second: Its underlay image id or something.
Report, edit, etc...Posted by XrPLeon on 2006-06-09 at 15:26:12
Okay, thanks. Lock this, problem solved biggrin.gif
Report, edit, etc...Posted by Pyro-Fire on 2006-06-10 at 03:13:52
To die: copy the whole death label to the end of the attack label, or, use "goto" and head to the death label.
Report, edit, etc...Posted by Darktossgen(MM) on 2006-06-10 at 11:45:14
That never works.
Report, edit, etc...Posted by Pyro-Fire on 2006-06-10 at 12:14:07
QUOTE(Darktossgen(MM) @ Jun 10 2006, 10:44 AM)
That never works.
[right][snapback]503643[/snapback][/right]

OK, add "end" to the end of the label.
Report, edit, etc...Posted by Rikimbo on 2006-06-10 at 14:07:54
BSTRhino did this exact thing in Zerg Doom, only difference being that the broodling only occasionally uses that attack (random). If you have problems working out the solution, just decompile BSTRhino's iscript.bin from Zerg Doom and check the broodling header. Also check his weapons.dat file, because he made use of the useweapon command alot in his scripts, using unused weapons primordially.

Really, Zerg Doom's iscript.bin is a godsend to anyone wanting to mess with weapons and attack animations in iscript. Thumbs up to BSTRhino! thumbup.gif
Report, edit, etc...Posted by Pyro-Fire on 2006-06-11 at 02:02:41
QUOTE(Rikimbo @ Jun 10 2006, 01:07 PM)
BSTRhino did this exact thing in Zerg Doom, only difference being that the broodling only occasionally uses that attack (random).  If you have problems working out the solution, just decompile BSTRhino's iscript.bin from Zerg Doom and check the broodling header.  Also check his weapons.dat file, because he made use of the useweapon command alot in his scripts, using unused weapons primordially.

Really, Zerg Doom's iscript.bin is a godsend to anyone wanting to mess with weapons and attack animations in iscript.  Thumbs up to BSTRhino! thumbup.gif
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hes talking about suiciding when it casts spawn broodling, not JUST cast it. read the first post before you reply next time.
Report, edit, etc...Posted by Rikimbo on 2006-06-11 at 11:54:46
QUOTE(Pyro-Fire @ Jun 11 2006, 01:02 AM)
hes talking about suiciding when it casts spawn broodling, not JUST cast it. read the first post before you reply next time.
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Dude, play Zerg Doom; The broodling DOES die when it casts it in Zerg Doom.
Report, edit, etc...Posted by XrPLeon on 2006-06-11 at 12:19:30
2 things:
1) I suck at iceCC.
2) When I open the iscript.bin in Ice, it looks like.. well.. the hydra's graphic is a refinery, the next one is unknown and the one after that crashes. I've tried it D:
Report, edit, etc...Posted by nirvanajung on 2006-06-11 at 13:22:35
QUOTE(XrPLeon @ Jun 11 2006, 10:19 AM)
2 things:
1) I suck at iceCC.
2) When I open the iscript.bin in Ice, it looks like.. well.. the hydra's graphic is a refinery, the next one is unknown and the one after that crashes. I've tried it D:
[right][snapback]504458[/snapback][/right]

some tips is here
1) u might have experience of other Scripts just liitle at leats if u suck at iceCC
2) basicall ice and iceCC they both same tools cuzz anyhow they r tools for write
iscript.bin so both use same varriable
but if u want advanced at iscript.bin then u might practice in iceCC
there are more extended varriable but that is nothing to brag

i have been use ice so long times and iceCC too
As far as i know from my experience
ice is fine for work but sometimes that would crahsed
so u need to do backup as files when workflow steps that is best way to prevention of drop file
ice is np for ur mod if u will follow that notice
that would might more good if u'd like work with available Graphical functions
Report, edit, etc...Posted by Pyro-Fire on 2006-06-12 at 07:45:33
use icecc.
Report, edit, etc...Posted by Rikimbo on 2006-06-12 at 12:15:42
QUOTE(Pyro-Fire @ Jun 12 2006, 06:45 AM)
use icecc.
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I agree 100% with Pyro on this one. I'd definitely say it's best if you go right ahead and learn to use IceCC immediately. ICE is nice for minor changes to existing animation structures, but when you want to make some important changes, it's hard to keep track of labels and goto instructions. Actually, this is more my opinion than anything, so it's up to you, really.

At any rate, I looked into Zerg Doom some more, and here's a complete solution to what it is you want to do, using IceCC and DatEdit:

First, here is the code to be changed in iscript.bin (as decompiled by IceCC):
In the Broodling's header, find GndAttkInit and make the following changes:
(the code to be added/changed is marked in red)

BroodlingGndAttkInit:
playfram 0x77
wait 1
nobrkcodestart
playfram 0x88
wait 1
playfram 0x99
playsnd 786
tmprmgraphicstart
imgol 508 0 0
useweapon 57
wait 10
useweapon 87
wait 1
goto someUniqueLabelName

someUniqueLabelName:
wait 125
goto someUniqueLabelName


Now, lets look at some of that:
Everything before the red text is just the broodling's regular attack animation, before it uses it's weapon, ie plays some animation frames and then plays it's attack sound.

In the red code, the first instruction (tmprmgraphicstart) actually removes the graphic (makes it invisible), though the broodling is not actually dead yet.

The second instruction, imgol places some kind of explosion over the broodling. According to DatEdit it's an unused explosion, so I don't remember what it looks like, really. At any rate this instruction isn't all that important.

The two useweapon instructions are where it all happens. The first one is the spawn broodlings weapon (ID 57), it hasn't been changed at all. The second weapon used (ID 87) is an unused weapon in weapons.dat, and that one will have to be changed using DatEdit -- I'll get to that. This weapon is the one that will kill the broodling. The wait instruction between the two attacks may be important. It might be that the first weapon has to have finished taking effect before the broodling suicides to work properly. Or it just might be that BSTRhino put that delay in there because that's how he thought the timing looked better. You can try reducing the delay to wait 1 and see what happens.

The goto someUniqueLabelName instruction basically just tells the script reader to go to a label that just loops constantly back to itself. Essentially this is just to stop the script reader from reading any more instructions and doing anything else. I know it may look a bit strange, but that's the way iscript.bin works.

Now, the changes to be done in DatEdit!

Open up DatEdit and make the following changes to your arr\weapons.dat file:

Important: The spawn broodlings weapon (ID 57) does not need to be changed. It's probably best not to touch it to avoid strange things happening to the queen when she casts it.

The changes to be done will be to the weapon at ID 87; I think it's called Missiles (unused) in DatEdit. Basically this 'weapon' will do nothing but kill the unit that uses it. Change it's damage to zero and make sure it doesn't have anything in the 'Use Tech' part (that is, it is set to 'None'). BSTRhino also has the cooldown set to 1, though again I don't know if this is important. What is important is to change the behaviour to 'Suicide' and its graphic to 'White Circle (Invisible)'.

Now, in theory everything should be working. I haven't tested this myself, but this is essentially the code taken straight from BSTRhino's Zerg Doom, and it works in there.

That was kind of long and probably uneccessarily detailed, but hey, whatever. Have fun with that.
Report, edit, etc...Posted by Pyro-Fire on 2006-06-12 at 12:21:27
i cant read that.......... the words keep falling off the screen!!

P.S. that post is wai too long O.O


OK i just read the bottom of your post, maybe you should have high dmg but "owned unit" flags. that might work smile.gif

On-topic: get mpqembed and use it on zerg doom, then open up the right iscript entry. try that to get your answer wink.gif



(edited for grammer mistakes)
Report, edit, etc...Posted by nirvanajung on 2006-06-12 at 13:57:00
QUOTE
ICE is nice for minor changes to existing animation structures, but when you want to make some important changes, it's hard to keep track of labels and goto instructions. Actually, this is more my opinion than anything, so it's up to you, really.

right~! dat's great radical difference between ice and iceCC
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-12 at 14:34:15
I sugguest you follow these steps for the suicide:
1. make a goto command which sends it to the death opcode
2. fix up weapons.dat how you want it, it would probably be best to have it using a explosion type
3. in memgraft set the attack command for "Attack (Suicide)"
QUOTE(Pyro-Fire @ Jun 12 2006, 11:21 AM)

why do you want us to visit that site so bad, it's completely irrelevant to the topic and
it looks like you're using subliminal messages tongue.gif
Report, edit, etc...Posted by Rikimbo on 2006-06-12 at 23:33:39
Haha, I love how no one wants to read that detailed solution I put up there. It really didn't take that long to type up, come on guys.

QUOTE(TERRAINFIGHTER @ Jun 12 2006, 01:33 PM)
3. in memgraft set the attack command for "Attack (Suicide)"
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Actually if you do it the way I suggested (Zerg Doom's solution), you don't need MemGraft at all, so it'll work on the latest version of Starcraft as well.

To Pyro: I've already seen Homer singing 'Under the Sea', but thanks.
Report, edit, etc...Posted by Pyro-Fire on 2006-06-13 at 03:55:05
QUOTE(TERRAINFIGHTER @ Jun 12 2006, 01:33 PM)
why do you want us to visit that site so bad, it's completely irrelevant to the topic and
it looks like you're using subliminal messages tongue.gif
[right][snapback]505175[/snapback][/right]

bcuz i felt like living under the sea and was trying to make a funny point about it, but it seems sen is too serious for anything, except things that are extremely closely related to what the forum is for. i think there is no place for me here. so ill leave, bye. this will b my last post mutha fux0rz
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