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Staredit Network -> Modding Assistance -> What's up with the techs?
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-03 at 21:31:05
Recently, I've been having fun with Stargraft and Memgraft. Yet a problem keeps recurring whenever I change techs: they don't work. Buttons pop up fine, and they click fine, with the proper requirements, but the tech never activates. For instance, I tried to make a cloaking Observatory. So I set the building to "Spellcaster" and "Cloakable," changed the "Personnel Cloaking" to race "Protoss," gave the thing "Cloak" and "Uncloak" buttons, gave the Templar Archives the ability to research it, changed the requirements for the research, added " OR /Current unit must be /Observatory" into the "Personnel Cloaking" tech use requirements, and made a requirement group for order "Cloak" which includes the Observatory. So I load up everything, get into SC.

The Observatory has energy and a cloak button.

I press it.

Nothing happens.

The same thing happens with Dark Templar. What's going on? This also happens when I try giving new spells to the Ghost--then again, I'm using Unused techs to do it, and they probably don't have orders attached to them.

What's going on?
Report, edit, etc...Posted by nirvanajung on 2006-08-03 at 21:43:12
We are call that is "Hardcoded" but Actualy we don't know where there are key of ways
but i'm not think that is totally hardcoded
it's could be make with some combinations something or some knack
but i'm not sure about that bcuzz i didn't try like that
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-03 at 21:53:02
Cloaking's hardcoded? crybaby.gif That kind of sucks. But what about the others? Are the unused techs permanently unusable for lack of a button?
Report, edit, etc...Posted by nirvanajung on 2006-08-03 at 22:04:04
QUOTE(Lord_Agamemnon @ Aug 3 2006, 07:52 PM)
Cloaking's hardcoded?  crybaby.gif  That kind of sucks.  But what about the others?  Are the unused techs permanently unusable for lack of a button?
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As i said, Probably that isn't totally hardcoded
just we don't know how to make that for other kind of unit such as buildings and other stuffs

As for Clock/UnClock buttons, thes are used for wrath and ghost, is there another unit ?

n e ways, u tried for Observatory

i could just say it ,try compare structural for Observatory with other units which already maded that funtions

and As for the others, there are some hardcoded tech to assign
such as recharge sheild energy and many other things

but i'm not think that is totally hardcoded that is just we don't know where there are key of ways
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-03 at 22:22:31
That's what the TechUReq tab in memgraft is for, your problem is most likely the requirements saying it must be certain units.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-03 at 22:26:56
I changed that. And I actually use Stargraft to make that patches and Memgraft to upload them. I set the Requirements/Use Tech to include "or/Current unit must be/Observatory."
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-03 at 22:42:51
Cloak, siege mode, archon merge, and dark archon meld are hardcoded to the specific ID's of the units that originally use them. As of current, there is no easy way around them.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-03 at 23:01:44
Drat.

Anyway...

Would it be possible to use the unknowns by having an orders.dat entry reference them and then selecting the action type "use tech?" Or are they basically unusable for lack of an assigned command?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-03 at 23:05:27
What techs use what orders is also hardcoded into the exe, more specifically, the Button Action Use Technology. The only change you get by making an order point to a tech is to use the energy cost of that tech when casing the spell which references the order.
Report, edit, etc...Posted by BroodKiller on 2006-08-04 at 00:41:03
Remind me of this when I'm back, I'll update DatEd with this info.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-04 at 09:46:18
Yeah...also don't let me forget that the weapon is also the weapon used when the castspell opcode is used. I'm going to do some testing on this to see if it works other places...

The simplest spell replacement is for a non-spell caster. Most of the steps you've already got, just in the iscript, replace the castspell with the useweapon opcode.
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