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Staredit Network -> Modding Assistance -> How Do You Make An SCV Shoot Minerals?
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 16:47:50
My scv so far when it builds or mines you see a mineral chunk.I want it to fire it instead of seeing it.(Actually i just want a unit that can shoot minerals.That would be pretty funny LOL.) yahoo.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2006-09-30 at 16:49:37
You could probably make a mineral chunk projectile weapon by iscripting it... look at the Longbolt Missile's iscript and adapt it to your needs.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-30 at 16:49:48
In units.dat, uncheck the Invincible flag in the advanced tab... tongue.gif

Edit: did I mis-understand the question? blushing.gif
Report, edit, etc...Posted by Pie_Sniper on 2006-09-30 at 16:50:32
Change the weapon's graphics to Mineral Chunk 1/2/3. You might also want to change its behavior to "Flies to Target".

:: Edit
Actually that doesn't work... blink.gif Maybe some iscript changes...
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 16:54:31
i have no clue how to iscript so this might be a prob lol.unless i can change it w/o i scripting.

also where do i find the mineral attack,i checked units.dat and weapons.dat and couldnt find it
Report, edit, etc...Posted by Pie_Sniper on 2006-09-30 at 17:00:27
You'd be editing Fusion Cutter...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-30 at 17:01:05
Replace a image's grp entry in images.dat to the mineral chunk, then re-create that entry's iscript so it matches the frames correctly, next change the weapons.dat entry making it link to the flingy that links to the sprite->image, then it should work.
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 17:02:04
k.Will i edit it in weapons.dat or in iscript cuz like i siad i have no clue on how to iscript.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-30 at 17:04:11
...What I just said requires editing in images.dat, weapons.dat, and partially the iscript (so it doesn't call non-existent frames)
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 17:13:22
crap.What would happen if i dint edit the iscript?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-30 at 17:16:19
It would crash, but don't worry, all you have to do is remove certain playfram opcodes, and fix up anything else if you want.
Report, edit, etc...Posted by Pie_Sniper on 2006-09-30 at 17:16:24
It would crash if it called a frame that didn't exist.
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 17:21:18
well the iscript id for mineral chunk1 is 221 so i type that in the iscript id box right?
And then if i get that far tell me which things to take out
Report, edit, etc...Posted by Pie_Sniper on 2006-09-30 at 17:43:48
If you're interested, here's how I did it:

weapons.dat:
- Changed Fusion Cutter's range to 10. (This step in unnecessary.)
- Set its behavior to "Flies to Target".

flingy.dat:
- Copied Lockdown's/Longbolt's/Hellfire's top speed, acceleration, and halt distance.
- Changed Move Control to "Partially Mobile, Weapon".

images.dat:
- Changed GRP File to 424, "neutral\OreChunk.grp".

iscript.bin:
- Edited Fusion Cutter's script to this, following Longbolt's:
CODE
.headerstart
IsId            237
Type            2
Init            FusionCutterInit
Death           FusionCutterDeath
GndAttkInit     FusionCutterGndAttkInit
AirAttkInit     [NONE]
.headerend
# ----------------------------------------------------------------------------- #

FusionCutterInit:
wait            1
sigorder        1
wait            1
FusionCutterGndAttkInit:
sprol0f  505 0 0 # This is an extra little effect, not necessary
wait  3
goto   FusionCutterGndAttkInit
FusionCutterDeath:
playsnd         9 # Misc\ExploSm.wav
imgol08         332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
domissiledmg    
wait            1
end            

So basically I just followed Longbolt as a model but kept to Fusion Cutter.

If you're that afraid of iscript and don't mind weird sounds and messing up the Missile Turret's attack, you can just change the SCV's attack to Longbolt Missile and change the Longbolt's GRP file to 424.
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 18:09:50
shout.gif shout.gif Now Thats what i want to hear!!!

ty very much.

BTW-in the images section of datedit which id number is the longbolt missile
Report, edit, etc...Posted by SubFocus on 2006-09-30 at 18:14:09
Or if you're too lazy to Iscript, or just don't know how...

You could always just take the .grp of a projectile that already exists, and patch it with the .grp of the mineral chunk, then give that projectile weapon to the SCV.
Report, edit, etc...Posted by Pie_Sniper on 2006-09-30 at 18:17:49
That's what I said at the end. tongue.gif

QUOTE
If you're that afraid of iscript and don't mind weird sounds and messing up the Missile Turret's attack, you can just change the SCV's attack to Longbolt Missile and change the Longbolt's GRP file to 424.
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 18:18:14
im not lying.Idont know how to i script.

i need the id number of the longbolt missile for the images .dat
Report, edit, etc...Posted by Pie_Sniper on 2006-09-30 at 18:21:00
It's 529. You can go to the Missile Turret in units.dat and "Jump ->" to the weapon, then to the flingy, then to the sprite, and finally to the image.
Report, edit, etc...Posted by CommmanderMoo19 on 2006-09-30 at 18:22:11
I GOT AN AWSOME IDEA.LOL. FOR MY MOD MODERN WAR ALL UNITS WILL SHOOT MINERALS.YAY. TY PIE SNIPER cheers.gif
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