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Staredit Network -> Modding Assistance -> Terran Dropship refuses to attack
Report, edit, etc...Posted by www.com.au on 2006-08-25 at 04:19:04
Ok im trying to make the dropship have like a minigun or something, but anyway, my Iscript code for it is as follows:

QUOTE
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\IceCC\FG-RT\scripts\iscript.bin'
# created on: Thu Aug 24 16:43:57 2006
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 223 Dropship (terran\dropship.grp)
.headerstart
IsId            68
Type            12
Init            DropshipInit
Death          DropshipDeath
GndAttkInit    DropshipGndAttkInit
AirAttkInit    DropshipAirAttkInit
SpAbility1      [NONE]
GndAttkRpt      DropshipGndAttkInit
AirAttkRpt      DropshipAirAttkInit
SpAbility2      [NONE]
GndAttkToIdle  DropshipGndAttkToIdle
AirAttkToIdle  DropshipGndAttkToIdle
SpAbility3      [NONE]
Walking        DropshipWalking
Other          DropshipGndAttkToIdle
BurrowInit      [NONE]
.headerend
# ----------------------------------------------------------------------------- #

DropshipInit:
imgul09        224 0 42 # DropshipShad (terran\dropship.grp)
playfram        0x00 # frame set 0
goto            DropshipGndAttkToIdle

DropshipGndAttkToIdle:
shvertpos      1
waitrand        8 10
shvertpos      2
waitrand        8 10
shvertpos      1
waitrand        8 10
shvertpos      0
waitrand        8 10
goto            DropshipGndAttkToIdle

DropshipGndAttkInit:
wait            5
playsnd        70 # Bullet\TGoFir00.wav
attack25        1
wait            5
attack25        1
wait            5
playsnd        70 # Bullet\TGoFir00.wav
attack25        1
wait            5
attack25        1
wait            5
playsnd        70 # Bullet\TGoFir00.wav
attack25        1
wait            5
attack25        1
wait            5
playsnd        70 # Bullet\TGoFir00.wav
attack25        1
wait            5
attack25        1
gotorepeatattk
 

DropshipDeath:
playsnd        210 # Terran\DROPSHIP\TDrDth00.wav
imgol08        332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait            3
end 

DropshipAirAttkInit:
wait            5
attack25        2
wait            5
attack25        2
wait            5
attack25        2
wait            5
attack25        2
wait            5
attack25        2
wait            5
attack25        2
wait            5
attack25        2
wait            5
attack25        2
gotorepeatattk         

DropshipWalking:
imgol08        225 0 0 # DropshipGlow (thingy\tdrGlow.grp)
shvertpos      0
goto            local00

local00:
wait            125
goto            local00



It is using weapons:

Ground: Dual Photon Blasters (Mojo)

Air: Dual Photon Blasters (Mojo)

Dual photon Blasters (Mojo)'s properties (that are relevant) are:

Amount: 3
Bonus: 1
Factor: 1
Cooldown: 20
Upgrade: Terran Ship Weapons
Type/Explosion: Normal
Graphics: Dual Photon Blasters Hit
Icon: After Burners ON (Unused)

The Dropship will either move to the target when told to attack, or stay still if within range. (Although the attack icon has appeared when it wasn't there before..)

I have been trying to work this out for ages and cannot work this out. Please Help.
Report, edit, etc...Posted by BroodKiller on 2006-08-25 at 05:07:00
Check out its AI/Orders tab and make it the same like some 'normal' units.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-08-25 at 08:05:16
Yes... try changing it's Attack Unit order to... well, Attack Unit.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-25 at 09:50:40
That'll make it auto-attack things, and if you change "right-click action" to "Normal Movement/Normal Attack" it will attack when you right-click things. To add an "Attack" button so it can attack-move, put one into its button set in Memgraft.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-08-25 at 12:02:41
I don't think it will auto-attack unless it's idle order is set to Guard.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-25 at 12:15:07
You don't need MG, transports will have an attack button if you give them a weapon. the AI order need to be guard, guard, guard, attack unit, guard.
Report, edit, etc...Posted by Tearshed on 2006-08-27 at 06:06:11
omfg www.com.au, your alive! yawn.gif and still doing SC! Get on IM more often...

sorry about the unrelatedness :S
Report, edit, etc...Posted by www.com.au on 2006-08-27 at 09:04:09
QUOTE
omfg www.com.au, your alive! yawn.gif and still doing SC! Get on IM more often...

sorry about the unrelatedness :S


Ehe.. ermm.gif yeh im back, ive been on sc a bit recently, but mainly only because of modding.. =] It's like Hacking for 1337's. =]

QUOTE
You don't need MG, transports will have an attack button if you give them a weapon. the AI order need to be guard, guard, guard, attack unit, guard.


Oh! so the only thing i have to edit now is order.. joy!

I didn't realise i had t edit this.. i should have thought of that.. blushing.gif

QUOTE
That'll make it auto-attack things, and if you change "right-click action" to "Normal Movement/Normal Attack" it will attack when you right-click things. To add an "Attack" button so it can attack-move, put one into its button set in Memgraft.


You must of misunderstood, in the original post what i ment was that the only sign i had that the code actually existed was the button had appeared but it had no purpose.. but that should fix now..

All in all, thanks guys =] You're all supportive and helpful ^_^ (without sounding gay there..)

ADDITION:
Why is it putting the terran goliath gunshot sound in with the attack for the dropship makes the dropship blow up and then crash starcraft?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-27 at 09:10:40
I'm pretty sure the cause of the goliath sound is the playsnd commands telling it to play the goliath's sound... tongue.gif

However, I can't explain the other 2, they're not a problem in the Iscript.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-08-27 at 09:17:26
Try putting a goto DropshipGndAttkToIdle as the last line of both attack offsets.
Report, edit, etc...Posted by www.com.au on 2006-08-28 at 05:22:39
No no, it works when i change the ai, but for some reason when i have the iscript that i quoted in the first post (with the Goliath play sound action) it will attack, and then at the end explode (but leave the selection circle) and then crash starcraft..
Report, edit, etc...Posted by Pyro-Fire on 2006-09-02 at 02:44:35
in the last tab of units.dat (in datedit) on the bottom pull-down, change it to the same as another air unit like a wraith's (should be "normal attack/move", or something like that)
Report, edit, etc...Posted by Voyager7456(MM) on 2006-09-02 at 11:45:33
QUOTE(www.com.au @ Aug 28 2006, 05:22 AM)
No no, it works when i change the ai, but for some reason when i have the iscript that i quoted in the first post (with the Goliath play sound action) it will attack, and then at the end explode (but leave the selection circle) and then crash starcraft..
[right][snapback]552348[/snapback][/right]


Did you try what I said? I think what's happening is that at the end of the Dropship attack animation, it doesn't have a goto, so it goes down to the next available animation, which happens to be the Death animation.
Report, edit, etc...Posted by www.com.au on 2006-09-03 at 12:20:48
i thought it was going to rptattk :S

but the point im trying to make, is that it is fixed, thankyou guys for helping me happy.gif.

Then, i asked why if i put the goliath sound:

playsnd 70 # Bullet\TGoFir00.wav

in there it would blow up after firing, leaving the selectin circle, and then crash sc.

Thanks for your help everyone happy.gif
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