Staredit Network

Staredit Network -> Modding Assistance -> Weapon Bounce Issue
Report, edit, etc...Posted by TheStrategist on 2006-10-11 at 16:48:05
CODE
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Wed Oct 11 16:11:59 2006
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 532 Unknown532 (bullet\grenade.grp)
.headerstart
IsId            242
Type            13
Init            Unknown532Init
Death           Unknown532Death
GndAttkInit     Unknown532GndAttkInit
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      [NONE]
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   [NONE]
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         [NONE]
Other           [NONE]
BurrowInit      BounceCode
.headerend
# ----------------------------------------------------------------------------- #

Unknown532Init:
playfram        0
playsnd         106 # Bullet\tvuFir00.wav
wait            1
sigorder        1
wait            1

Unknown532GndAttkInit:
sprol0f         310 0 0 # Fragmentationgrenadesmoke (thingy\GreSmoke.grp)
wait            1

local16:
playfram        0
wait            2
playfram        1
wait            2
playfram        2
wait            2
playfram        3
wait            2
playfram 4
wait  2
playfram 5
wait  2
playfram 6
wait  2
playfram 7
wait  2
playfram 8
wait  2
playfram 9
wait  2
playfram 10
wait  2
playfram 11
wait  2
playfram 12
wait  2
playfram 13
wait  2
playfram 14
wait  2
playfram 15
wait  2
playfram 16
wait  2
goto            local16

Unknown532Death:
imgol08         440 0 0 # Fragmentationgrenadehit (thingy\efgHit.grp)
domissiledmg    
wait            1
end            

BounceCode:
domissiledmg
goto Unknown532GndAttkInit


Basically I followed the Create a Weapon with Bounce tutorial at starcraft.org, and also altered the image of the fragmentation grenade so that it would appear as a pulse cannon. Now, everytime a vulture attacks, the game crashes. The bounce works, but I'm not sure if it does damage due to the crash. I'm sure that the .grps aren't the problem because I triple checked them and made sure each of the files were only renamed, and not altered in size.

I am using the original pusle cannon graphics for another weapon, so switching between fragmentation grenade and pulse cannon graphics won't be an option for me.

In weapons.dat, the behaviour is set to bounce.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-10-11 at 17:08:47
It might be due to the fact that I don't think the pulse cannon graphic has more than one set of frames...if you want it to just fly, make the gndattkinit script have only one playfram, and if you want it to spin (as it would appear) you need playframno.
Report, edit, etc...Posted by TheStrategist on 2006-10-11 at 19:30:51
Found the problem. It involved the .grps of the new grenade graphics, and iscript problems as well.

Problem solved.
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