Staredit Network

Staredit Network -> Modding Assistance -> Spells
Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 07:19:53
ok im trying to give the marine a new spell (just shoots a grenade)
it doesnt work. when i click on it, it does nothing.

i know everything is right, because when i set the actionvar to "1"(lockdown) it works perfectly.

im using an unknown, id: 35
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-24 at 07:34:33
You need to give us more information on what all you did, but here's my guesses on what you didn't do

1. in the exe, you didn't set the action to "use weapon" for the spell
2. you didn't create a new iscript for the weapon
3. you didn't make the iscript correctly, and the frame amount is off because you copied another weapon
Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 07:52:21
i did do "useweapon"
i didnt make a new iscript (how the hell?)
Report, edit, etc...Posted by worlorde on 2006-07-24 at 10:42:25
If it does nothing, the answer is almost always that you did not see the requirements for the tech. Even unused techs need to have their requirments set. You will also have to set it up in techdata.dat. Once you get it working though as soon as you use it the game will crash, this will be because the Marine does not have any special ability animations, this is the iscript part.
Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 13:07:27
i have added the scripts and everything, i just need to know how to make unknown35 or w/e its name is, into a lockdown spell. Simple.

@worlorde: For the next post you make towards me, keep in mind im not a newb. Thankyou
Report, edit, etc...Posted by worlorde on 2006-07-24 at 13:38:01
I have no idea who you are, or what you know, I answer the question based on that.

Report, edit, etc...Posted by DT_Battlekruser on 2006-07-24 at 13:44:47
QUOTE(worlorde @ Jul 24 2006, 07:42 AM)
If it does nothing, the answer is almost always that you did not see the requirements for the tech.  Even unused techs need to have their requirments set.  You will also have to set it up in techdata.dat.  Once you get it working though as soon as you use it the game will crash, this will be because the Marine does not have any special ability animations, this is the iscript part.
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Stim?
Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 15:13:31
Stim is hard-coded
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-24 at 17:42:07
QUOTE(Pyro-Fire @ Jul 24 2006, 12:07 PM)
i have added the scripts and everything, i just need to know how to make unknown35 or w/e its name is, into a lockdown spell. Simple.

@worlorde: For the next post you make towards me, keep in mind im not a newb. Thankyou
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here's a list of steps for you to figure out where you messed up, since you aren't explaining it very good:
1. In the exe, change the requirement variable to 35,
2. copy the ghost's lockdown command to the unit you want to have the spell in memgraft
3. make sure the unit you want to have it has "spellcaster" checked in units.dat's advanced tab
4. copy the ghost's lockdown spell casting script to the other unit (using the same opcode, it has to be exactly the same)
5. add the domissiledamage somewhere in the unit's new spellcasting script
6. change the ammount of damage the lockdown missile does in weapons.dat
Report, edit, etc...Posted by worlorde on 2006-07-24 at 18:10:00
QUOTE
Stim?


QUOTE
Stim is hard-coded


Sorry, what about stim? Stim can be given to other units. It is just like other techs, it just has its own action. I am probably confused as to what you guys meant.
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-24 at 18:22:50
QUOTE(Pyro-Fire @ Jul 24 2006, 12:13 PM)
Stim is hard-coded
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I didn't have time to actually go look at the marine Iscript. I suppose it doesn't use any frames, just a sound.
Report, edit, etc...Posted by nirvanajung on 2006-07-24 at 18:41:19
QUOTE(worlorde @ Jul 24 2006, 04:09 PM)
Sorry, what about stim?  Stim can be given to other units.  It is just like other techs, it just has its own action.  I am probably confused as to what you guys meant.
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in my esteem, they are sound like told about a kind of varriables for Stim
which under controled by iscript and others for animation and different effect

ADDITION:
QUOTE(DT_Battlekruser @ Jul 24 2006, 04:22 PM)
I didn't have time to actually go look at the marine Iscript.  I suppose it doesn't use any frames, just a sound.
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that's correct
Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 23:07:06
QUOTE(TERRAINFIGHTER @ Jul 24 2006, 04:41 PM)
here's a list of steps for you to figure out where you messed up, since you aren't explaining it very good:
1. In the exe, change the requirement variable to 35,
2. copy the ghost's lockdown command to the unit you want to have the spell in memgraft
3. make sure the unit you want to have it has "spellcaster" checked in units.dat's advanced tab
4. copy the ghost's lockdown spell casting script to the other unit (using the same opcode, it has to be exactly the same)
5. add the domissiledamage somewhere in the unit's new spellcasting script
6. change the ammount of damage the lockdown missile does in weapons.dat
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I have tried that and it works perfectly, But i want it to use a different spell (ID: 35)

Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-25 at 08:24:45
Do you mean you want it to use a new techdata.dat entry, or create a new spell?

If you want to use a new techdata.dat entry to make it use a differant ammount of energy or something,
then it should already work.
Report, edit, etc...Posted by Pyro-Fire on 2006-07-26 at 02:07:37
i want to use Unknown35, but it doesnt work. little help here plz =\
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-26 at 10:06:34
What does your iscript look like? Oh, and setting the act var to 35 makes it do squat in the game...if 35 is passed to use tech, it'll just return.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-26 at 10:23:08
QUOTE(Pyro-Fire @ Jul 26 2006, 01:07 AM)
i want to use Unknown35, but it doesnt work. little help here plz =\
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That's because you need to set the Requirement variable to 35, not the Action variable tongue.gif
Report, edit, etc...Posted by Pyro-Fire on 2006-07-26 at 11:15:27
i have done that long before your post. im saying i want it to work like lockdown, but casts a different spell...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-26 at 11:25:23
As far as I know, you can't make one button cast two spells at once, unless one is a attack-only spell
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-26 at 18:21:20
Let's see if I can't explain better. When a button is pushed, starcraft decides to run an order based on the act var given to it. That act var is a tech ID, and the orders are hardcoded to the Id's. When the order is ran, the Iscript command 'castspell' is what creates the weapon. That weapon is set in orders.dat under the order the tech is tied to. There are ways to add new spells, the most common being on a unit that doesn't have a spell, you make the spell weapon one of it's weapons, and then do an attack25 command during the animation. If the spell doesn't need to fly to the target, a useweapon command can be used instead, that way you don't need to use up the space of the weapon. That's just the theory behind doing this, don't know how much you'll get from it.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-03 at 12:54:22
I have the same problem that Pyro-Fire is having except that I'm using the Ghost instead of Marine. Heck, I have this problem whenever I try editing techs. I change all the requirements, make sure that everything looks right, and when I click the button, nothing happens. I'm using Unused (ID 26) and trying to make it shoot a missile. Is this because the Unknowns don't have orders.dat entries tied to them? If they do have entries, how do I find them?
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