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Staredit Network -> Modding Assistance -> "Morphing" Terran Buildings
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-22 at 22:48:58
k. In my mod I am trying to get Terran Buildings to upgrade to other buildings.
I added all the buttons, some DAT editing, blah blah blah.
By the way, I am using 1.12b.

I go and test it. I press the button, it starts building. The bar is full and it should be done, but it stops. I select my SCV thinking maybe it will do something. It does. I click the building.. Oh no! Its the starting building again! I press the Upgrade button again... nothing.. *click click click click*.. nothing..

1. Is zerg building morphing hard-coded or something (in 1.12b?)?
2. Is there a way to make it not require the SCV to "touch" it?
3. Why is it just rebuilding itself? I'll check the Star/MemGraft patches to make sure I got it all right.
4. sad.gif.
Report, edit, etc...Posted by nirvanajung on 2006-06-23 at 00:09:10
QUOTE(O)FaRTy1billion @ Jun 22 2006, 08:48 PM)
I press the button, it starts building. The bar is full and it should be done, but it stops.

that "stop" means builing was build progress stop in mid ? or just looks not complete ?
QUOTE
I select my SCV thinking maybe it will do something. It does. I click the building.. Oh no! Its the starting building again! I press the Upgrade button again... nothing.. *click click click click*.. nothing..

sound seems like that buiding is not Actual building yet
i mean i guess that condition is still didn't change unit id and building reqirement state
but i have no idea yet untill i hear from u what exactly u did in mid of ur workflow
QUOTE
1. Is zerg building morphing hard-coded or something (in 1.12b?)?

not hardcoded in my experienced in 1.12b
QUOTE
2. Is there a way to make it not require the SCV to "touch" it?

u can make that without SCV build behavior
track from here and apply reverse then u would make solutions
http://www.staredit.net/index.php?showtopic=30824
http://www.staredit.net/index.php?showtopi...ndpost&p=344881
QUOTE
3. Why is it just rebuilding itself? I'll check the Star/MemGraft patches to make sure I got it all right.

well i just guess that maybe u missed something
basically building construction behavior undercontroled by graphic propertie of unit.dat and Action Requirement of memory


i would better to figure out what ur conditions if u attach some screenshot
and worked each settings
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-23 at 00:30:04
QUOTE(nirvanajung @ Jun 22 2006, 10:08 PM)
that "stop" means builing was build progress stop in mid ? or just looks not complete ?
It stops when it should be finished.
It plays an "Addon complete" (its not an addon..) sound, but its like the screenshot I just put below.

Also I checked all the memgraft/stargraft files and they have the right req. and action variables..

EDIT:
[attachmentid=19559]
Yeah I don't think the ID changes.. I press the button to make it morph, but it just stays the Supply Depot. When it is done, it does the first frame of a small construction, and it is frozen like that until I tell an SCV to finish it.

EDIT:
In StarGraft this is what I have..
QUOTE
Req Type: CAN CREATE UNIT / BUILDING
Action Type: BUILDING MORPH

Req Var: 121 (Repair Bay; I modified its units.dat to make it a better supply depot; the whole point of the morph)
Action Var: 121


EDIT:
Ew... And if you cancel it, it will die.
Is it possable to completely copy the Zerg morphing but make it use the Terran animations?
Report, edit, etc...Posted by nirvanajung on 2006-06-23 at 02:10:57
QUOTE(O)FaRTy1billion @ Jun 22 2006, 10:29 PM)
It stops when it should be finished.
It plays an "Addon complete" (its not an addon..) sound, but its like the screenshot I just put below.
[attachmentid=19559]
Yeah I don't think the ID changes.. I press the button to make it morph, but it just stays the Supply Depot. When it is done, it does the first frame of a small construction, and it is frozen like that until I tell an SCV to finish it.

terran advisor who woman cybog play like that?
btw why that building showed just small construction flat like start build ?
is that just modified graphics by u ?
if that is not, i guess that building didn't connect constructing graphics
and conditions to morph so that's showed like that

try change construction graphics to zerg building morph not terran construction
also u should change memory settings to able zerg morph
if would not works though did like that then i have no idea wat exactly missed

QUOTE
CODE

Req Type: CAN CREATE UNIT / BUILDING
Action Type: BUILDING MORPH

Req Var: 121 (Repair Bay; I modified its units.dat to make it a better supply depot; the whole point of the morph)
Action Var: 121


try just used buildings not unused building
when had work with unused toss buildings they wouldn't connect some orders
and conditions but i don't know exactly wat is not supported as well
or maybe that was just missed
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-23 at 02:31:54
QUOTE(nirvanajung @ Jun 23 2006, 12:10 AM)
btw why that building showed just small construction flat like start build ?
is that just modified graphics by u ?

It starts out building with normal graphics, but when it finishes it goes to that small thing.
Report, edit, etc...Posted by BroodKiller on 2006-06-23 at 03:56:18
The fact that the progress bar is complete but the morph is not taking place tells me that perhaps you have to include "sigorder 1" in the morphing animation in iscript.bin. Thought of this already?
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-23 at 04:02:14
.. ugh.. so I have to do iscript editing?
Fun.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-23 at 10:11:26
You might want to change the requirement to "Always" since the supply depot cannot build/morph tongue.gif

Just so you know, I think there's a command in the exe that says only zerg buildings can morph,
which might be forcing your supply depot into thinking it's the addon of another building


also, you might want to check the "Action Var", since you might've gotten the number wrong, thus making it morph to itself
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-23 at 14:05:23
The buttons work just fine. It is building, just not to what the button and Memgraft tell it to.
If you look a few posts up, I put what I have everything as in StarGraft; it is correct.

Once of them can morph to itself endless amounts of times.. O.o
Report, edit, etc...Posted by DaMiNaToR on 2006-06-23 at 14:36:49
Morphing to devourer/guardian is hardcoded, so my guess is that morphing buildings is too. closedeyes.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-23 at 15:23:37
But in the version I am using (1.12b) is when the Morph Hack came around.. meaning any unit can morph.
Report, edit, etc...Posted by nirvanajung on 2006-06-24 at 01:13:58
QUOTE
that perhaps you have to include "sigorder 1" in the morphing animation

but zerg building when is morphing they not use "sigorder 1"
they use "4" cuzz 4 is oneself in Zerg construction script
unexpectedly zerg buidings don't have any signal order command in their script related to morphing action
i so think when morph is start that state is already changed to target unit
so when progress complete to 100% they call sigorder 4

check zerg building construction script u will see that
and zerg morphing of building scripts not have own script
they use just partial of Zerg Construction script

that's why i said like this
QUOTE
try change construction graphics to zerg building morph not terran construction
also u should change memory settings to able zerg morph
if would not works though did like that then i have no idea wat exactly missed


Answer is just simple
try compare to zerg cleep colorny and sunken or spore colorny
and check all of items such as unit.dat requirement of memory and scripts
if would don't see works as well then try change race of building to zerg
that's it i guess that could make with current tools though that need to combinated settings
ADDITION:
QUOTE(DaMiNaToR @ Jun 23 2006, 12:36 PM)
Morphing to devourer/guardian is hardcoded, so my guess is that morphing buildings is too. closedeyes.gif
[right][snapback]511952[/snapback][/right]

no, that's already maded by Sickel mod 1.12 what new realsed by me in korea,
and New Assult mod and teamfortress mod there are many abe morphing buildings
and units Also they are run with 1.12b
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-24 at 10:48:00
nirvanajung is right, the sigorder will be in the construction animation, and it does need to be there. And that's what is causing the problem. The morph order is hanging over until it recieves that signal to move on.

Just so we don't go in a big argument - yes, it was possible with 1.12b and lower to have units morphing like crazy, but the bug that DK exploited was pinned down, and we have the current, much tighter restrictions on morphing. Mainly: must be a larva, hydra, or a muta now.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-08-14 at 16:15:39
Where do I put sigorder? You said to put it where the Zerg morphs have it, but terran constructions don't have "IsWorking"; and adding it sure wouldn't do anything. (I tried)

EDIT:
I tried this...
CODE

ConstructionSitemediumConstrctHarvst:
playfram        2
sigorder        4
goto            local212
but it doesn't do anything.


EDIT:
Voy made me feel like an idiot. sad.gif
I forgot to change the type when I tried "IsWorking".
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-14 at 16:52:02
I think the trouble with "IsWorking" might have to do with the fact that "IsWorking" isn't really the working animation. Unknown19 is the actual "unit is building something" animation. I have no clue what sigorder does, but knowing this might help you.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-08-14 at 16:59:51
It's because I forgot to change the type. I still need to test it, though..

EDIT:
No work...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-14 at 18:37:12
Do you have a 'complete' animation on the unit? The hatchery has this one(the important part in red):

HatcheryIsWorking:
imgol08 108 0 0 # ZergBuildingSpawnMedium (zerg\zSpawn02.grp)

HatcheryLanding:
playfram 0
waitrand 1 5
HatcheryUnknown19:
playfram 1
wait 2
playfram 2
wait 2
playfram 3
wait 4
playfram 2
wait 2
playfram 1
wait 2
playfram 0
wait 4
goto HatcheryUnknown19

That's also needed in addition to the construction animation's changed.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-08-17 at 18:47:04
QUOTE(DiscipleOfAdun @ Aug 14 2006, 04:36 PM)
HatcheryIsWorking:
imgol08        108 0 0 # ZergBuildingSpawnMedium (zerg\zSpawn02.grp)
Isn't that just an overlay though? Its just the *poof* thing...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-18 at 12:23:28
Yeah...the Hatchery would also work if it was

HatcheryIsWorking:
wait 1

maybe it isn't the iscript...it's the exe itself...


ADDITION:
It's most likely hardcoded to zerg(and possibly to the original buildings, but I think that was post 1.12b), because I got creep when I tried making it finish manually. on 1.12b. I double checked everything, it just wouldn't work.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-18 at 15:45:06
QUOTE(O)FaRTy1billion @ Aug 17 2006, 05:46 PM)
Isn't that just an overlay though? Its just the *poof* thing...
[right][snapback]546582[/snapback][/right]

I guess all the headers research I did recently isn't really helping anyone out...noone's using it. pinch.gif

that header should be called 'AlmostBuilt', it's used for the graphic when a unit's almost built, or when a builder's almost finished.
Report, edit, etc...Posted by www.com.au on 2006-08-20 at 12:16:41
QUOTE(DiscipleOfAdun @ Aug 19 2006, 03:23 AM)

ADDITION:
It's most likely hardcoded to zerg(and possibly to the original buildings, but I think that was post 1.12b), because I got creep when I tried making it finish manually.  on 1.12b.  I double checked everything, it just wouldn't work.
[right][snapback]546594[/snapback][/right]


But thats the opposite of what hes trying to do.. hes trying to make it so he doesnt have to touch it for it to work isnt he?

Or are you saying the concept that you jsut cant change it?
Report, edit, etc...Posted by Pyro-Fire on 2006-08-22 at 04:26:59
change req. to something you already have like the command center for argument sake. (usually would be the building before it morphs rite?)
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