Staredit Network

Staredit Network -> Modding Assistance -> problems
Report, edit, etc...Posted by Lord-Omega on 2006-08-31 at 18:15:00
ok, i made a self executing mod, used everything but a plug in and perimeters, using DatEdit, WinMPQ, MPQDraft, and i put the .dat file, .mpq file, and the mod file into starcraft folder, and launched it and tried using the units i modded, but nothing changed, what went wrong? do i need a plug in and perimeters or what?


oh if i need plug in's how/were do i get them???
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:18:04
You don't need any plugins, it would help if you could explain this more...but it's probably a mpq problem where you didn't have a file saved with the right name, or under the right extension. (example: name units.dat extension arr\)
Report, edit, etc...Posted by Lord-Omega on 2006-08-31 at 18:24:58
ok i made a .dat, that made it so ghost's and marine's, and a bunch of other terran units used flamethrower like the firebat, then i saved it, Flamers.dat, then i used WinMPQ, loaded the Flamers.dat, and saved it as Flamers.mpq, then using MPQDraft, i selected self excuting MPQ, called it Flamers, loaded the mpq, Flamers.mpq for imput mpq, then for outputse i selected so it would save it in same folder with the MPQ file and the dat file, selected it so it loaded starcraft, and saved it.. loaded it up, selected the first terran mission, tried attacking with a marine, and nothing but a normal attack.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:35:23
I see your problem, units.dat or any other files can't use custom names unless you rename them in the tbl strings, you need to keep it named as units.dat, weapons.dat, etc.

Also, it needs to be in the arr\ folder in the mpq.
Report, edit, etc...Posted by Lord-Omega on 2006-08-31 at 18:56:53
uhh what i dont have a arr folder? do i just make 1?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 18:59:56
no, here's what you do:
1. rename your .dat files to whatever they're supposed to be (units.dat needs to be named units.dat, etc)
2. open up WinMPQ
3. click on mpq->add... then search for the .dat file
4. type in arr\ and press enter
5. close WinMPQ
6. do the other steps normally and test out your mod
Report, edit, etc...Posted by Lord-Omega on 2006-08-31 at 19:07:45
ok..... i think......
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-31 at 20:22:37
Or try this:

1)Download MPQ Compactor.
2)Make a folder called "My Awesome Mod."
3)Add "arr" (without quotes) as a subfolder.
4)Put any .dat files, under their original names, in that folder.
5)Drag the folder onto MPQ Compactor.
6)Run the mpq with MPQDraft.

Basically it's the same thing, but it's easier to do with MPQ Compactor than with WinMPQ. I only started actually using WinMPQ to make MPQs because when you start patching the exe the .mpq needs to have certain traits which you can't get with the Compactor.
Report, edit, etc...Posted by Lord-Omega on 2006-08-31 at 21:05:04
i figured it out, but i have a question, i want it so when the marine uses flame thrower it looks like the flame thrower and not him just going up to what hes atking and shooting a machine gun, and doing damage as if it were a flame thrower. (simple terms, i want it to look like hes realy using a flame thrower)
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-31 at 21:11:37
There was something on this earlier. I'm not going to try to find it. Suffice it to say, flamethrower is one of the hardest weapons to give to other units. You need to mess around with overlays and the iscript to get the effect in there.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-31 at 22:08:11
QUOTE(Lord-Omega @ Aug 31 2006, 08:04 PM)
i figured it out, but i have a question, i want it so when the marine uses flame thrower it looks like the flame thrower and not him just going up to what hes atking and shooting a machine gun, and doing damage as if it were a flame thrower. (simple terms, i want it to look like hes realy using a flame thrower)
[right][snapback]554050[/snapback][/right]

Well, you can edit the marine's attack orders with the iscript and can even edit it's grp if you want,
but I wouldn't sugguest you try to make it effect the enemy the exact same way as the flamethrower, even though I've never tried it, I've always heard that it's hard. tongue.gif
Report, edit, etc...Posted by Lord-Omega on 2006-09-01 at 10:56:44
oh, is it only hard for the flame thrower, or all weaps????
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-09-01 at 11:02:40
Only flamethrower. The graphics are called on by the iscript, so you can't just do it through weapons.dat.
Report, edit, etc...Posted by www.com.au on 2006-09-01 at 19:40:14
Yeh you'll need to use IceCC or Ice (preferably IceCC) and decompile the firebat's file, under the attack header named "FirebatGndAttkRpt" (without quotes) find the image overlay (which will be:
CODE

imgol08         421 0 0 # FlameThrower (thingy\flamer.grp)

) Then copy it, decompile the marine's info from the iscript, look for

Attack25 1

And just before it paste the image overlay, and

wait 1

I'm pretty sure that the wait is in milliseconds.

So in the end the marines attack header (once again MarineGndAttkRpt) should look like:
CODE

MarineGndAttkRpt:
wait            1
nobrkcodestart  
playsnd         69 # Bullet\TMaFir00.wav
imgol08         421 0 0 # FlameThrower (thingy\flamer.grp)
       wait            1
attack25        1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
wait            1
nobrkcodeend    
gotorepeatattk  
ignorerest      
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