Staredit Network

Staredit Network -> Modding Assistance -> lol 2 more questions
Report, edit, etc...Posted by coolpotatoes on 2006-09-08 at 22:57:09
My mod is almost done but I need to know how to do two things first.
1. I changed the stargate flingy to a pylon. How do I resize its footprint so that when I build it, the placement size will be the same as a pylon's and not the size of the stargate?

2. I no very little about iscripting. I tried to make the Ion Cannon have an attack. 2 bugs with this script
1. cannon doesn't attack. has button and everything, .dat file edited too
2. when it builds it starts out as a zerg building morph graphic then goes invisible, then finishes. This is no big deal, but if someone can tell me how to fix this I would be most greatful

CODE

# 292 IonCannon (neutral\ion.grp)
.headerstart
IsId            116
Type            20
Init            IonCannonInit
Death           IonCannonDeath
GndAttkInit     IonCannonGndAttkInit
AirAttkInit     IonCannonGndAttkInit
SpAbility1      [NONE]
GndAttkRpt      IonCannonGndAttkInit
AirAttkRpt      IonCannonGndAttkInit
SpAbility2      [NONE]
GndAttkToIdle   IonCannonInit
AirAttkToIdle   IonCannonInit
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       IonCannonIsWorking
Landing         IonCannonInit
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       IonCannonGndAttkInit
Unknown20       IonCannonUnknown19
Unknown21       [NONE]
.headerend
# ----------------------------------------------------------------------------- #

IonCannonInit:
playfram        0
goto            IonCannonUnknown19

IonCannonUnknown19:
wait            125
goto            IonCannonUnknown19

IonCannonDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol           334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait            3
liftoffcondjmp  local00
sprul11         273 0 0 # TerranBuildingRubblesmall (thingy\RubbleS.grp)
wait            1
end            

local00:
wait            1
end            

IonCannonGndAttkInit:
wait  1
goto  IonCannonGndAttkInit

IonCannonIsWorking:
playfram 1
goto  IonCannonGndAttkInit

Thanks! biggrin.gif
If i fix these two problems, my mod should be ready to go minus a few more tech tree edits biggrin.gif As crappy as it is these will be my first real mod w00t.gif w00t.gif w00t.gif w00t.gif w00t.gif w00t.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-08 at 23:26:19
1. this is hardcoded, sorry.

2.1. this is caused by a mistake you did, mind giving us more information?
2.2. can you explain what you want it to do more...?
If you want it to spawn normal, go to units.dat's graphics tab (in DatEdit), and change the Construction image to whatever race spawning (size of it is importaint too) file you want it to use.
After that, give it a spawning animation (iscript header Unknown21), a almost built animation (IsWorking header), and a built animation (Landing)


I know, it's confusing to deal with the unknown/mislabelled headers in the iscript, but here's a file I made that should help.
Report, edit, etc...Posted by coolpotatoes on 2006-09-08 at 23:30:42
Wow, I feel really,really,really,really,really, stupid.
Somehow i just noticed this
CODE

IonCannonGndAttkInit:
wait  1
goto  IonCannonGndAttkInit

that wait should be an attack 26, but where should i direct the script to with the goto command?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-08 at 23:33:46
...I guess I should've looked at the iscript... tongue.gif

As for where to link it, it should work as IonCannonInit or IonCannonUnknown19.
Report, edit, etc...Posted by coolpotatoes on 2006-09-08 at 23:39:12
Thnx!!
My mod is almost done now w00t.gif w00t.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2006-09-09 at 13:57:25
The placement size can be changed in DatEdit, under the StarEdit tab.
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