Ok, modding masters, I have learned how to permanent cloak spellcast, I know how to make weapons do damage and spells together, now I am stumpped.
How do you make units have the repair ability? The buttoning is perfect, I have checked and tweaked iscript, comparing all animations that the SCV has, and applying them to my unit. I have messed with the AI\Orders in the 'grafts and have messed with any possible applicable setting in the .dats. But when he goes to repair...crash.
The closest I have come is to get him to repair when the damaged unit is only down 1 tic. He repairs the 1 tic, no crash, but a rock doodad will appear several tiles up.
I hope to hear that I missed something and that it is not hard coded. Please help, thanks.
The repair order is hardcoded to the SCV's ID, at least partially. I guess tweaking with the order.dat in Datedit *may* help somehow, but we know still very little about this file and it would be blind guessing I think...:/
here is quite certain Answer
Every unit can repair, when i made CloneSCV from other unit
that was totally same as SCV, offcause he able to Build with terran behavior
repair, and continue build from stoped constructed building
if u wanna know about that just reffering from this below url
http://www.staredit.net/index.php?showtopi...ndpost&p=498154just retry that i just success which marine has repair terran buildings just moment ago
oh~!, don't forget the reparing target unit must only Terran's building
other race's buildings can't repaired
There's a Terran repair action ai script on memgraft, edit it to have new entries as required for your unit.
QUOTE(nirvanajung @ Jul 19 2006, 08:28 PM)
just retry that i just success which marine has repair terran buildings just moment ago
oh~!, don't forget the reparing target unit must only Terran's building
other race's buildings can't repaired
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modding can change that
@Broodkiller
ill have a look at orders.dat see if i can work anything out
Thanks nirvanajung, but even with your method as soon as I change the unit graphics from SCV to anything else, civilian in my case it causes the crash. Works fine when the sprite and all is SCV though. This leads me to believe that my original thoery was correct and that it is an iscript problem, but unfortunatelly I have yet to find any script, the SCV uses few.
Corbo, do you mean the AI\Orders requirements tab in Memgraft. Because I have changed the two repair entries for those, but that just allows you to use it. The button does nothing otherwise. If there is an actual script, in like aiscript.bin or something that needs to be tweaked then that is something I have not tried. Thanks.
Does anybody know the execution process for this tech? i.e.
repair button clicked--check requirements--check units.dat--pointer to orders.dat--pointer to iscript.bin (entry?)
The SCV's script has a header where it uses a non-damaging weapon. That one is used for both harvesting and reparing.
As for execution order, everything(like units.dat info, iscript stuff, and so on), is called from the order. I think repair might pass through a net-order, but I'm not sure. Either way, after the button is pushed and you select your target, the order is the next thing that really means something in the list of execution.
QUOTE(worlorde @ Jul 20 2006, 08:51 AM)
Thanks nirvanajung, but even with your method as soon as I change the unit graphics from SCV to anything else, civilian in my case it causes the crash. Works fine when the sprite and all is SCV though. This leads me to believe that my original thoery was correct and that it is an iscript problem, but unfortunatelly I have yet to find any script, the SCV uses few.
probably that problem was by differenced iscript and AI/order setting in Dat file from original SCV
Ok guys thanks for the help. The solution...
The repair tech order uses the iscript animation for the "IsWorking" listing, which the Civilian does not have of course. So the answer was to copy over this script from the SCV using IceCC...NOT ICE. When I origianlly copied it over with Ice and ICE_XP (thanks nirvanajung) it did nothing since these programs lack the ability (non-buggily) to create new animation groups when there is not one writtin originally in the header. There were no .dat changes needed, only grafting the buttons and requirements, and this iscript work. I will close this thread in a few days. Thanks.
congratulation u did
as for ICE_XP, right that is no problem to write iscript.bin
i use that ICE_XP either when i need just look around of script with GRP
and editing is totally fine
but u might make habituate urself to save backup file in mid of work
sometime ice would be dump out the file as not correctly
and if u accustom youself to using Ice for write Script
then u would be better to try iceCC next
iceCC is has many advantages more then ice even though that is not support
GRP preview and direct save file feature
also that is more easy to share ur script sources
but if u have plan isn't which gaudy effect like weapon/magic effect of Diablo1/2
ice is pretty fine and np to use