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Staredit Network -> Mod Production & Showcase -> Modified lurker weapon with different movement
Report, edit, etc...Posted by ShadowFlare on 2006-12-06 at 20:03:32
I made a custom weapon for the lurker, based off its existing weapon, which has movement that appears erratic and sort of random. It still has spines burst out of the ground, but they do not hit anything; they just show where the attack is going.

I uploaded the mpq for the mod here: http://shadowflare.samods.org/files/supersubspines.mpq

I was originally just uploading it to show it to someone, but I decided to post the URL of the file here for others to see the mod. smile.gif


BTW, here's a sprites.dat mod I also uploaded, which shows what the lurker weapon really does (something that is normally hidden). smile.gif The modded sprites.dat simply has all of the normally invisible sprites set to be visible.

http://shadowflare.samods.org/files/beaconspine.mpq
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-06 at 21:56:50
Yeah, I knew the thing about it being a shooting object that overlays the spines. Kind of sad, huh?

I like the new attack.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-09 at 15:00:30
Cool new attack, but not as effective as the regular lurker attack under siege of mass zerglings (I made a test map tongue.gif)
Report, edit, etc...Posted by ShadowFlare on 2006-12-09 at 15:30:38
Heh, I COULD make each spine do damage, but I thought that would be too much. tongue.gif

Also, the way you would need to arrange the lurkers would likely be different, because of that change in the way it does damage. I've found that on this mod, putting them in a line such that each lurker you add is either in front of the first one or in back of the last one is best. This way none of them attack at the same time, which is best for this type of attack.
Report, edit, etc...Posted by dumbducky on 2006-12-09 at 20:00:01
I remember playing this with you. We just lurked our way into the the enemy bases.
Report, edit, etc...Posted by DaMiNaToR on 2006-12-12 at 10:23:01
How did you get it to work like that? I'm assuming you used ICE a bit... I'm thinking of using this in a mod of mine if it's alright with you. I just need to know how to make each individual spike do damage like you said. ermm.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-12 at 12:56:13
Put a domissiledmg command in the iscript for the spikes. That will make each spike do the full damage to anything it hits.

BTW, ShadowFlare, I particularly like the nuke effect at the end tongue.gif How'd you make the projectile curve like that, though?
Report, edit, etc...Posted by ShadowFlare on 2006-12-12 at 15:28:38
QUOTE(Lord_Agamemnon(MM) @ Dec 12 2006, 11:56 AM)
Put a domissiledmg command in the iscript for the spikes.  That will make each spike do the full damage to anything it hits.

That would make it even more powerful. lol Hmm, it may be possible to reduce the damage then just use domissiledmg multiple times in the death animation to get the same damage on the final hit.

QUOTE
BTW, ShadowFlare, I particularly like the nuke effect at the end tongue.gif  How'd you make the projectile curve like that, though?
[right][snapback]602762[/snapback][/right]

There are 3 things I did having to do with the movement:

1) I changed the weapon's behavior from "go to max range" to the one that the halo rockets use, whatever that was called in the new DatEdit version.
2) I modified the flingy for the subterranean spines graphic (specifically the turn radius).
3) The modified iscript animation for the subterranean spines graphic spawns the spine graphics at other positions besides the actual position of the invisible projectile, giving the appearance of it have a different movement pattern.

There are also other modifications in there that aren't used that are just there from when I was experimenting with it. One in particular in the iscript would make it so that some changes would need to be made to the main subterranean spines iscript to use it without needing the sprites.dat and images.dat mods and a certain other custom iscript entry (which wasn't needed, just a copy of the spines script).
Report, edit, etc...Posted by Kookster on 2006-12-12 at 16:40:41
QUOTE
Heh, I COULD make each spine do damage, but I thought that would be too much. tongue.gif


you could do every other couldnt you, just have a image of the spike then the next one has the do damage order.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-12 at 17:02:37
To do that, you'd need to either have two iscript images.dat entries for the spines that use the same graphics, or you could edit the "GndAttkInit" script a bit so it only does damage at the time it shows every other spine. With the custom behavior, though, it'd be pretty difficult to hit anything as it flies to the target tongue.gif
Report, edit, etc...Posted by Kookster on 2006-12-12 at 17:48:29
QUOTE
script a bit so it only does damage at the time it shows every other spine.
Thats what I was saying. You just phrased it better!
Report, edit, etc...Posted by Corbo(MM) on 2006-12-12 at 18:56:52
Pretty good, although I would have liked it the most if the nuke had done the full nuke damage with the splash damage style also

I like the idea of sub spines going to nowhere, But hey what about this..

Make sub spines come up very fast randomly but one by one and to no target at all just coming out, Could that be done?
Report, edit, etc...Posted by ShadowFlare on 2006-12-12 at 20:01:32
QUOTE(Corbo(MM) @ Dec 12 2006, 05:56 PM)
Pretty good, although I would have liked it the most if the nuke had done the full nuke damage with the splash damage style also

I did use the splash sizes from the nuke. smile.gif Haha, I didn't want to make it as powerful as a nuke, though, since it is a weapon that can be used any number of times.

QUOTE
I like the idea of sub spines going to nowhere, But hey what about this..

Make sub spines come up very fast randomly but one by one and to no target at all just coming out, Could that be done?

[right][snapback]602868[/snapback][/right]

Do you mean ones that would show up but not as part of an attack?
Report, edit, etc...Posted by Corbo(MM) on 2006-12-13 at 21:48:40
No, Make them appear at random places, like when you use a "halo rockets" effect with missiles that are not completely accurate, that way appearing from the ground.
So coming out inaccurately, reallfast and with low damage they will be like oe attack everyone will want
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-13 at 22:10:23
Ouch. That would require more randcondjmps and possibly trgarccondjmps (or does that command only work for units?) than a human mind can safely comprehend...
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