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Staredit Network -> Modding Assistance -> Please Help IceCC hates me
Report, edit, etc...Posted by coolpotatoes on 2006-09-16 at 17:24:15
A few weeks ago I without any help I made an iscript that worked so i have done this, but then IceCC wouldn't let me compile any more text files, so swithed to regular IceCC (not fix) and now it won't decompile my old isccript so that one is useless as a starting point.
My problem is this, I have made the probe able to build a warp gate however when it warps in once it is done the progress bar never goes away. It should be done but it doesn't read it as finished. Here is the script and the script for the gateway just as a reference.
CODE

---------------- #
# This header is used by images.dat entries:
# 171 Gateway (protoss\gateway.grp)
.headerstart
IsId            173
Type            27
Init            GatewayInit
Death           GatewayDeath
GndAttkInit     [NONE]
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       [NONE]
Landing         GatewayLanding
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       GatewayLanding
Unknown20       GatewayLanding
Unknown21       GatewayUnknown21
Unknown22       [NONE]
Unknown23       [NONE]
Unknown24       GatewayLanding
Burrow          [NONE]
UnBurrow        [NONE]
Unknown27       GatewayLanding
.headerend
# ----------------------------------------------------------------------------- #

GatewayInit:
imgul09         173 0 0 # GatewayShad (protoss\pgaShad.grp)
playfram        0
goto            GatewayLanding

GatewayLanding:
wait            125
goto            GatewayLanding

GatewayDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
wait            3
sprul11         223 0 0 # ProtossBuildingRubbleSmall (thingy\PRubbleS.grp)
wait            1
end            

GatewayUnknown21:
imgol08         172 0 0 # GatewayWarpFlash (protoss\gateway.grp)
goto            GatewayLanding


# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 934 WarpGate (protoss\XwarpGat.grp)
.headerstart
IsId            406
Type            27
Init            WarpGateInit
Death           WarpGateDeath
GndAttkInit     [NONE]
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       WarpGateIsWorking
Landing         WarpGateLanding
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       WarpGateLanding
Unknown20       WarpGateLanding
Unknown21       WarpGateUnknown21
Unknown22       [NONE]
Unknown23       [NONE]
Unknown24       WarpGateLanding
Burrow          [NONE]
UnBurrow        [NONE]
Unknown27       WarpGateLanding
.headerend
# ----------------------------------------------------------------------------- #

WarpGateInit:
imgul09         935 0 0 # WarpGateShad (protoss\pwgShad.grp)
playfram        0
goto            local01

local01:
wait            125
goto            local01

WarpGateDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         215 0 0 # ProtossBuildingExplosionLarge (thingy\tBangX.grp)
wait            3
sprul11         224 0 0 # ProtossBuildingRubbleLarge (thingy\PRubbleL.grp)
wait            1
end            

WarpGateIsWorking:
playfram        0
goto            WarpGateLanding

WarpGateUnknown21:
imgol08         936 0 0 # WarpGateOverlay (protoss\XwarpFir.grp)
goto            WarpGateLanding

# WarpGateUnknown19:
# playfram0
# gotoWarpGateUnknown19

WarpGateLanding:
wait  125
goto  WarpGateLanding

If i remember correctly from my working script, this problem had something to do with the overlays, but im not sure.
Please HELP helpsmilie.gif
Report, edit, etc...Posted by BSTRhino on 2006-09-16 at 20:42:26
Fascinating. If my hypothesis is right here, the warp flash palette has a built-in sigorder. I always knew the warp flash was so different from the other palettes because it actually calls the death animation of an image overlay and it requires a parent image overlay.

Technical terms aside, there's two things. First make a Warp Gate Warp Flash entry, second, insert a "create image overlay" command into your code to make it appear in the right place.

1. Find the Gateway Warp Flash entry in images.dat, or any other building warp flash. The fastest way is to type in 172 in the jump to ID box in DatEdit. If you haven't seen it, 172 comes from the iscript you decompiled.
2. Go Edit > Copy Entry
3. Find an unused images.dat entry. If you're using DatEdit, all you need to do is search for the word unused in images.dat. It'll come up with something. I'm guessing you're not using images.dat in your mod so the first one will be fine.
4. Go Edit > Paste Entry
5. Write down the ID number of this new Warp Gate Warp Flash images.dat entry. I'm going to assume that the ID number you got is 353, so change 353 to whatever your ID number is.
6. Insert the command "imgol08 353 0 0" somewhere in the "WarpGateUnknown21" block. We know that's the place because that's where the Gateway's got it, and so it probably means this is the block that is called when the building finishes warping in.

If I understand the problem correctly, then this should fix it.
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