Staredit Network

Staredit Network -> Modding Assistance -> New spells
Report, edit, etc...Posted by Kookster on 2006-08-31 at 18:14:05
ok i know there is a tutorial but i cannot understand who wrote it i tried and tried but i still dont get it, i dont suppose anyone would want to humble me and list how to do it, i know how to do most things but when it comes to the tech/orders im a bit lost not totally but a bit
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:16:43
You can't actually create new spell commands, please explain what you're asking better...
Report, edit, etc...Posted by Kookster on 2006-08-31 at 18:21:44
what i want to do is give the terran science vessel a new button that when its hit you choose a target it moves upto the target subtracts mana and then uses the weapon that i made
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:32:49
Okay, here's the steps the best I can guess them: (don't expect perfect accuracy, I've never tried this)

1. make the techdata entry with some of the requirements you want it to have
2. add the command to the exe, with the techdata ID for the Req Var and a action of Attack (note: keep action variable as 0)
3. make the weapon entry for it to use in weapons.dat, you can even add a spell to it if you want (with explosion's menu)
4. make the new iscript, make sure you have the spell in the regular attack's header, and you have it set up for air/ground targets.
5. instead of adding a sigorder command, use the 'useweapon' command pointing to the new weapon. (very importaint)
Report, edit, etc...Posted by Kookster on 2006-08-31 at 18:37:38
hmm complicated but i will do my best, i already made the iscript but i put it in the initial spot which spot should it be in???
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:43:39
The GndAttackInit header tongue.gif

P.S. I forgot to mention the very last step, you need to make the AttkRpt headers and AirAttkInit link to the GndAttkInit, and have a linking ending for it at the end of the header so it doesn't crash.
Report, edit, etc...Posted by Kookster on 2006-08-31 at 18:50:26
i dont even know what program thats in

so it would help greatly if you were to list where i could find these things too!!!

1. make the techdata entry with some of the requirements you want it to have
[in memgraft tech requirements]

2. add the command to the exe, with the techdata ID for the Req Var and a action of Attack (note: keep action variable as 0)
[in memgraft in the button tab]

3. make the weapon entry for it to use in weapons.dat, you can even add a spell to it if you want (with explosion's menu)
[in datedit under weapons dat only??]

4. make the new iscript, make sure you have the spell in the regular attack's header, and you have it set up for air/ground targets.
[ice, and some dat????]
i made a weapon in ice using iscript id 244 it only has a initial and a death

5. instead of adding a sigorder command, use the 'useweapon' command pointing to the new weapon. (very importaint)
[what is this where is it???]

6.The GndAttackInit header tongue.gif

P.S. I forgot to mention the very last step, you need to make the AttkRpt headers link to the GndAttkInit
[is this under orders dat?????]


ADDITION:
you know it would be way easier if we talked in a like aim msn or yahoo
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:53:53
1. in techdata.dat, what you're thinking about is included in step 2.
2. yes, in memgraft's button tab
3. in weapons.dat
4. in the iscript
5. in the iscript
6. in the iscript

P.S. I just rememberred yet another thing I forgot...you need to make the unit use the weapon for it's air and ground weapons in units.dat, along with removing the attack button from the unit in memgraft's buttons tab.
Report, edit, etc...Posted by Kookster on 2006-08-31 at 19:02:02
not as detailed as i like but i think i might be able to do it

so this is the to do list

1.make a entry in the techdata.dat
mana cost time icon yadda yadda

2.give it a button in memgraft

3.make a weapon list in weapons.dat so damage what image stuff it uses

4. so i dont know exactly what im suppose to do to it in ice iscripting thats where im mostly lost. I dont suppose you could tell me what i have to do in ice way more detailed
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-31 at 20:17:23
Try adding this code:

GndAttkInit:
wait (Some number)*
useweapon (ID of the weapon)
goto GndAttkToIdle

* this line is optional

I'm not sure what that translates into for ICE, but it shouldn't be too hard to figure out.
And I don't think the unit needs to have the weapon as its ground/air attack to execute the useweapon command. If you wanted to just use attack25, then it would.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 21:49:06
QUOTE(Lord_Agamemnon @ Aug 31 2006, 07:17 PM)
Try adding this code:

GndAttkInit:
wait  (Some number)*
useweapon (ID of the weapon)
goto GndAttkToIdle

* this line is optional

I'm not sure what that translates into for ICE, but it shouldn't be too hard to figure out.
And I don't think the unit needs to have the weapon as its ground/air attack to execute the useweapon command.  If you wanted to just use attack25, then it would.
[right][snapback]554022[/snapback][/right]

No, I specifically said the useweapon opcode for a reason tongue.gif (so he could add a spell to the attack if he wanted)

1. icon doesn't matter

as for the iscript stuff, I was simply saying to make the spell casting (attack spell) animation in the gndattkinit header with a link to a idle header at the end of it, and making the airattkinit, gndattkrpt, and airattkrpt link to the gndattkinit header. (so it works on both air and ground units, also to prevent a crash when the spell ends.)

also, the reason for the adding the new weapon to the unit's weapons was to make it actually start casting the attack, it will refuse to cast if it believes there's no weapon, therefore causing a nice little crash. tongue.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-31 at 21:55:53
Really? Well, if the action type is "Attack" then that makes sense.
Report, edit, etc...Posted by Kookster on 2006-09-01 at 15:15:24
so heres my progress:

science facility new button works correctly

science vessel pre research button is grayed

science vessel spell button when not enough energy says not enough energy

science vessel spell button when there is enough energy does nothing


so in that last part what have i missed?? here is all my work with the dats:

Techdata:
ID# 26
Race: terran
Broodwar checked
Unknown: -1
Used by: (012)Attack Tile
(W118) Gauss Rifle2 (Unused)

Orders:
ID# 12
Emulate: Attack Tile
Animation: Special Ability Animation 2
^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
(is this where the orders to use the weapon should be in the iscript for the sci-vessel?)
Targeting: Gauss Rifle2 (Unused)
Energy: Unknown Tech26
Flags:
-Use Weapon Targeting
-Uknown3
-Can Be interrupted
-Unknown7
-Unknown12
Unknown: 65535
Group(?): 65535

Weapons:
ID# 118
Type: Explosion
Explosion: Splash(Radial)
Unused: Unknown Tech26
Range: 0-0
Behavior: Normal hit
Missile: Normal
Graphics: unknown 147>>>>>>Leads to Images ID# 360
Target Flags:
-Air
-Ground
-Terrain
Used by: (U9) Terran Science Vessel
()12) Attack Tile

Images:
ID# 360
GRP file: 391 Eldfire.grp
Iscript ID: Unknown 244
General Properties:
-Floats(?)
Palette Properties:
-9 Use Special
-3 Blue 1
Used by: (S344) Unknown344>>>>>>leads back to weapons ID# 118


So this is all my dat work
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-09-01 at 17:05:16
I don't think you can use the Unknown Techs. When you press a button, it reads the tech attached to it (if there is one) and then executes the order that's hardcoded to the tech. Unknowns have no order attached to them. I'm pretty sure that's how it works--someone correct me if I'm wrong.

Also:
-Eldfire.grp doesn't have an iscript. It won't work properly.
-Don't have range 0-0. You're saying that it can be used if the unit is directly on top of the target and ONLY if the unit is directly, and I mean DIRECTLY, on top of the target.
-What's Attack Tile got to do with anything? Leave it as is, because it's used in the game and could cause some nasty crashes if you mess with it.
Report, edit, etc...Posted by Kookster on 2006-09-01 at 17:08:33
-Eldfire.grp doesn't have an iscript. It won't work properly.
(I gave it a Iscript a very nice eplosion charge affect its cool)

-Don't have range 0-0. You're saying that it can be used if the unit is directly on top of the target and ONLY if the unit is directly, and I mean DIRECTLY, on top of the target.
(I did that on purpose cause it makes it go right on top of it and it does work i did it to Irridate the science vessel just moves close enough and then casts)

-What's Attack Tile got to do with anything?
(I did that cause i changed the order attack tile since it originally did nothing to what i wanted it to do which was emulate the spell, not working yet tho
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-01 at 19:07:15
Well, I guess you're out of luck then...any other way I can think of would mess up it's other spells...
(I specifically used the attack command to prevent that, but I guess something hardcoded's blocking you)
Report, edit, etc...Posted by Kookster on 2006-09-01 at 19:49:08
i havent given up yet im still trying things and this way is looking alot more hopeful.

but back up a sec where do you think the attack command should go

cause i was thinking about modifing irridate give it another animation like special 1 and have that use weaponsdat order to do it ide have to find a iscript file that isnt in use and has more than 3 open spots initial death and some other thats my idea
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