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Staredit Network -> Modding Assistance -> How do I make my Psi Emitter move?
Report, edit, etc...Posted by Ultramilkman on 2006-10-26 at 17:25:26
QUOTE
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 394 PsiEmmiter (neutral\PsiEmit.grp)
.headerstart
IsId            217
Type            12
Init            PsiEmmiterInit
Death          PsiEmmiterDeath
GndAttkInit  PsiEmmiterGndAttkInit
AirAttkInit    [NONE]
SpAbility1      [NONE]
GndAttkRpt PsiEmmiterGndAttkInit
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle PsiEmmiterGndAttkToIdle
AirAttkToIdle  [NONE]
SpAbility3      [NONE]
Walking  PsiEmmiterWalking
Other          [NONE]
BurrowInit      [NONE]
.headerend
# ----------------------------------------------------------------------------- #

PsiEmmiterInit:
imgul09        417 0 0 # PsiEmitterShadGround (neutral\npsShad.grp)
goto  local04

PsiEmmiterGndAttkInit:
playfram 0
wait  1
playsnd  100
attack25 2
gotorepeatattk
goto  PsiEmmiterGndAttkToIdle

PsiEmmiterGndAttkToIdle:
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
goto  local04

local04:
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
goto            local04

PsiEmmiterWalking:
playfram        0
move  2
wait            2
playfram        1
move  2
wait            2
playfram        2
move  2
wait            2
playfram        3
move  2
wait            2
playfram        4
move  2
wait            2
playfram        5
move  2
wait            2
playfram        6
wait            2
move  2
goto PsiEmmiterWalking

PsiEmmiterDeath:
imgol08        332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait            3
end           


I added the buttons and everything, I can even pick it up in a dropship, but how do I get it to move?
Report, edit, etc...Posted by Corbo(MM) on 2006-10-26 at 17:41:55
I'm gonna say something stupid right now, but works.

Why didn't you replace a hero unit with psi emitter's sprite? xD
Report, edit, etc...Posted by WoAHorde2 on 2006-10-26 at 18:35:10
He brings up a good point tongue.gif
Report, edit, etc...Posted by ShadowFlare on 2006-10-26 at 19:03:07
Check its entry in flingy.dat and compare it with ones that can move. Also, make sure you set the orders properly in units.dat.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-10-26 at 20:32:47
1) Is it still marked as a building? Buildings can't move.

2) There's a certain flingy property that's necessary for any unit to move. I think it's turn radius, but set all flingy entries to 1 just to make sure.
Report, edit, etc...Posted by Ultramilkman on 2006-10-28 at 09:33:35
QUOTE(Lord_Agamemnon(MM) @ Oct 26 2006, 07:32 PM)
1) Is it still marked as a building?  Buildings can't move.

2) There's a certain flingy property that's necessary for any unit to move.  I think it's turn radius, but set all flingy entries to 1 just to make sure.
[right][snapback]579325[/snapback][/right]


Omg I didn't think of that biggrin.gif
I will go try it right nowwwww.

Aww it still didn't work, it's either psi emitters don't like me or I am stupid...
Hey did anyone ever made a psi emitter move?
user posted image

Wait, can Infested Terrans that are set on default unit.dat attack the terrain?
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