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Staredit Network -> Modding Assistance -> A few questions.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-21 at 17:04:08
1) I'm trying to make my battlecruiser use the sub. spikes type behaviour with the arclite shock graphics. However, whenever I try to attack something, I see the first shock and it crashes.

2) What is the "Persistant Explosion" behaviour?

3) How do I make a missle accelerate when fired, but not deccellerate when coming to the target?

Any help is appreciated.
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-21 at 17:16:33
Not exactly sure what you're asking, but a lot of the lurker stuff is hardcoded. I wouldn't mess with it if I were you.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-21 at 17:18:09
I mean, I set the attack behaviour to Sub. Spikes and I set the graphics to arclite shock cannon hit. And would you mind answering the other questions?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-07-21 at 17:26:45
QUOTE(Killer_Kow(MM) @ Jul 21 2006, 05:03 PM)
1) I'm trying to make my battlecruiser use the sub. spikes type behaviour with the arclite shock graphics. However, whenever I try to attack something, I see the first shock and it crashes.
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The reason why this happens is because the Arcilite Shock Cannon Hit doesn't have a movement header in the iscript, which Sub. Spikes requires. (I think.)

What would be better is to set up an invisible projectile that leaves behind ASCH sprites. (I assume you want there to be a long line of explosions, not one explosion travelling down a path.)
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-21 at 17:28:41
Yeah... How do I do that?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-07-21 at 17:31:23
I'll explain over MSN.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-21 at 17:44:07
Too bad he had to go mow his lawn... Anyone else know how?
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-07-21 at 17:55:56
Well, I do know something else about Sub. Spines behavior--it won't make the B'Cruiser work, but it might help: Sub. Spines doesn't work with "appear on target" type weapons, like the Gauss Rifle. Although now that I think about it, BSTRhino did it in Terran Doom with the Valkyrie using the Neutron Flare graphic. I think he said that he made a new flingy entry. So I'd try taking an unused weapon, making a flingy that resemble the Lurker's, and having the Battlecruiser's weapon use that.

EDIT: I think the Sub. Spines behavior is partially controlled by images #985 (OldSpikeAttack). I have no clue, however, which flingy it uses.
Report, edit, etc...Posted by EzDay281 on 2006-07-21 at 18:34:45
Well, the simplest method I know of would be to take an unused graphic ( meaning any that your mod does not use ) - any that you know the iscript i.d. of - and replacing its GRP with nothings. Modify the iscript ( I can make it for you and send on MSN when you get back on if you need ) so that it creates Shock Cannon independant ( I think ) overlays as it moves.
Actualy, in one of my mods, Battlecruiser's Yamato Cannon fires a projectile that does basicaly what you want, if you were to make the yamato blast be invisible. That, and it creates an EMP explosion at the end of its path.
Report, edit, etc...Posted by worlorde on 2006-07-22 at 00:59:26
Question 2) "Persistant Explosion" is used for weapons that do damage more than once, or gradually I believe. An example of which is Plague.

Question 3) You should be able to edit the speed of the projectile using a series of custom made iscript animations, once you figure out all the graphics of it, it would just be a matter of formating the script layout and timing the waits.
Report, edit, etc...Posted by Pyro-Fire on 2006-07-26 at 03:50:11
QUOTE(worlorde @ Jul 21 2006, 11:59 PM)
Question 2) "Persistant Explosion" is used for weapons that do damage more than once, or gradually I believe.  An example of which is Plague.

Question 3) You should be able to edit the speed of the projectile using a series of custom made iscript animations, once you figure out all the graphics of it, it would just be a matter of formating the script layout and timing the waits.
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Question 1) I believe you should copy the iscript from the lurker spines into the article shock cannon, im not too sure but ill check it now and post the code i used.

I have discovered something weird, unknown510 is used by subterranean spines, yet the actual name is one below. im going to check the GRP files on this.



question 2)what it is, is "do total damage overtime" so if dmg was 100, it would do 100 overtime.

Question 3) projectiles are controlled by flingy.dat and not by iscripting. if you want proof, check my mega riney in modding discussion. i edited the weapon speed by editing flingy.dat.

Warlorde, you should make a mod, or atleast prove ur not just someone whos trying to act good at modding, because right now i think your a noob. no offence tho.
Report, edit, etc...Posted by EzDay281 on 2006-07-26 at 04:36:39
QUOTE
3) How do I make a missle accelerate when fired, but not deccellerate when coming to the target?

So far as I know, they don't decelerate. >_>

QUOTE
Question 1) I believe you should copy the iscript from the lurker spines into the article shock cannon, im not too sure but ill check it now and post the code i used.

Not so far as I know. I've looked at the Sub. spines iscript and found that it doesn't seem to make much sense.

QUOTE
question 2)what it is, is "do total damage overtime" so if dmg was 100, it would do 100 overtime.

Could you explain how long this time is? Is it a formula or just a fixed rate of applying damage?
I know that Science Vessel's Irradiate's damage speed is partially determined by the Cooldown, but I forget if the damage application is purely code-based, or if it also uses the persistent explosion.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-26 at 10:08:44
Ez, were you looking at it in Ice? because it uses opcodes above 0x41, which ice doesn't recognize....
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-30 at 15:10:03
QUOTE(Pyro-Fire @ Jul 26 2006, 04:49 AM)
Question 3) projectiles are controlled by flingy.dat and not by iscripting. if you want proof, check my mega riney in modding discussion. i edited the weapon speed by editing flingy.dat.
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A) It can be controlled by either...

B) I tried editing flingy.dat and it didn't work.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-30 at 17:58:08
The easiest way to edit something is often to look at something previously made as an example

here's a list of things to check for:
1. make sure you have every field enterred with valid numbers, nothing should have a 0 in it.
2. make sure the movement control is set to 'partially mobile, weapon' if it's a flying missile and 'iscript control' if it isn't
3. make sure the unknown is set to 127 if it's a missile and 0 if it isn't, I doubt this does anything but it can't hurt tongue.gif
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