Staredit Network

Staredit Network -> Modding Assistance -> "Air Factories"
Report, edit, etc...Posted by Laser_Dude on 2006-11-06 at 20:08:51
I was wondering if it was at all possible to make a building that is in the air, and can move around, but can still build units. I was thinking as a barracks does, not as a carrier does.

I tried changing the buttons for the CC in MG, but when I click the button the SCV just sits at 0.
Report, edit, etc...Posted by Pie_Sniper on 2006-11-06 at 20:44:40
Do you mean that you removed the "building is not lifted off" or whatever requirement?
Report, edit, etc...Posted by Laser_Dude on 2006-11-06 at 21:33:11
QUOTE(Pie_Sniper @ Nov 6 2006, 06:44 PM)
Do you mean that you removed the "building is not lifted off" or whatever requirement?
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Yes, I also had to move some around, since the build SCV button is where move would otherwise be.

When I click the button, it just stays at 0, when I land, it completes.
Report, edit, etc...Posted by Kookster on 2006-11-06 at 23:46:44
I did the same once too, so Im not sure if it is possible. You could try setting the command to build sub unit, but that might cause a crash or undesired results. Other than that I dont think its possible.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-11-07 at 08:26:42
I'm fairly sure that there's some EXE restriction preventing units from being trained in the air.
Report, edit, etc...Posted by Kookster on 2006-11-07 at 20:58:35
As I said before on aim Voy, All the fun stuff is in the EXE oye!
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-11-08 at 21:34:36
I managed to make Carriers train Scouts perfectly well in a pre-release EM, and it worked fine once I added a Unknown19 and changed a couple parameters...can't recall which ones. It should be possible, though.
Report, edit, etc...Posted by TheNomad on 2006-11-08 at 21:45:26
Unknown 19 ?!
Report, edit, etc...Posted by WoAHorde2 on 2006-11-08 at 22:01:17
Unknowns are fun to work with, I need to start memorizing them. Anyway, an air-factory may be possible, but as Kookster said, all the fun things are in the EXE.
Report, edit, etc...Posted by Kookster on 2006-11-09 at 03:51:39
Good to know unknown 19. Let contruction/tinkering on my terran air carrier/factory/transport begin!!! biggrin.gif
You have brought back hope for me!!
Report, edit, etc...Posted by TheNomad on 2006-11-09 at 08:42:29
QUOTE(Kookster @ Nov 9 2006, 11:51 AM)
Good to know unknown 19. Let contruction/tinkering on my terran air carrier/factory/transport begin!!! biggrin.gif
You have brought back hope for me!!
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You know anything I don't kooks ? tongue.gif
I don't remember an Unknown larger than 12, and that's in DatEd even...
Report, edit, etc...Posted by WoAHorde2 on 2006-11-09 at 10:04:18
There are MANY Unknowns. In Weaopns.dat there are 3 Unknowns Icons. A Stasis Looking Thing, a Dragoon getting surpressed or something random, and I believe the Protoss Rage Icon.
Report, edit, etc...Posted by TheNomad on 2006-11-09 at 14:12:22
And where's Unk19 ?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-11-09 at 14:57:47
I think he's talking about the Iscript header Unknown19.
Report, edit, etc...Posted by Vi3t_X on 2006-11-09 at 16:39:01
Unknowns... Wait... actually arent they the afterburners on/off and rage crap? I think there are alot of them in this one area. I cant remember where, but it had a picture of a gauss rifle for about 15 seconds of pure scrolling. Eh... use it to the best of our knowledge
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-11-09 at 22:34:34
I'm talking about the iscript header Unknown19, which is actually an "is building" animation. Sorry for the confusion tongue.gif
Report, edit, etc...Posted by Kookster on 2006-11-10 at 14:49:35
QUOTE
I'm talking about the iscript header Unknown19, which is actually an "is building" animation. Sorry for the confusion tongue.gif

LoL I knew what you meant

One question though you said it worked in prerelease what do you mean by that??? An older version of starcraft?? And can you recall which parameters you did or atleast to which file iscript yes?
Report, edit, etc...Posted by Pie_Sniper on 2006-11-10 at 17:38:13
I think he means in a version of Ex Machina before he released it. (As in it was removed.)
Report, edit, etc...Posted by Kookster on 2006-11-10 at 19:38:21
QUOTE
I think he means in a version of Ex Machina before he released it. (As in it was removed.)

I hope your correct
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-11-10 at 21:04:30
He is. While I was making EM, I toyed with the idea of making Carriers mobile Stargates. It didn't work so hot, because I had no way of restricting movement reliably. I took it out of the release.
Report, edit, etc...Posted by Laser_Dude on 2006-11-12 at 21:23:59
My point was to not restrict movement, otherwise you may as well have a regular terran building, that flies.
Report, edit, etc...Posted by Kookster on 2006-11-13 at 00:48:14
You could almost make it work for flying terran buildings but flying terran buildings while they are flying cant make units sad.gif , otherwise you could make that work just give them a attack and make them move faster and do a couple other iscript changes, dat changes, and a attack button.
Report, edit, etc...Posted by Laser_Dude on 2006-11-13 at 02:42:31
QUOTE(Kookster @ Nov 12 2006, 10:48 PM)
otherwise you could make that work
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the whole point of this thread is how we could make that work
Report, edit, etc...Posted by Kookster on 2006-11-13 at 22:18:37
QUOTE
the whole point of this thread is how we could make that work


Lol yeah, the carrier was just a bit distracting so I was thinking units not buildings.
Report, edit, etc...Posted by Laser_Dude on 2006-11-14 at 00:37:47
QUOTE(Kookster @ Nov 13 2006, 08:18 PM)
Lol yeah, the carrier was just a bit distracting so I was thinking units not buildings.
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Well, if we could allow a carrier to release it's built units, give buildings the carrier script, label them as flying units, give them 17 frames that are exactly the same, lower the speed to that of buildings, then we have a flying factory, but first we need to get a unit (carrier etc) to build units as a factory does (makes them appear next to it)
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