Staredit Network

Staredit Network -> Modding Assistance -> Giving a probe a reaver's attack
Report, edit, etc...Posted by NerdyTerdy on 2006-12-27 at 03:26:01
At this point I've tried so many things that I couldn't name all of them if I wanted to. At this point I'm wondering, is this even possible? If so, how?
Report, edit, etc...Posted by Pyro-Fire on 2006-12-27 at 03:39:27
datedit.

if you wanna make it build scarabs, firegraft aswell.
Report, edit, etc...Posted by NerdyTerdy on 2006-12-27 at 03:49:45
Ahem, that's not at all the answer I was looking for. I've used both of those, if you read the first part of my post, you'll see that. My problem is I've apparently done something wrong. I have the reaver attack button, but the scarab button won't show up for some reason, yes I did set it to show up. It's in slot 9, I copied the scarab build button from the reaver and put it on the probe. I also set up the probe to be able to have sub-units just like the reaver, I set up everything basically the same as a reaver except it can gather, build, and all that probey stuff. I removed the old attack from the probe to make way for the reaver attack (I dunno if this is necessary, but I did it). Have you ever even tried this?
Report, edit, etc...Posted by TheNomad on 2006-12-27 at 05:39:39
If you used MG you need to update the number of buttons.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-27 at 10:16:52
You can't make anything other than the Reaver have Scarabs. They just don't have the memory values for it. Only Reavers, Carriers, and in a different way Vultures have hangar space, and only the Reaver and Carrier can replenish theirs. Interesting...I wonder if Carriers ccan be given Scarabs...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-12-27 at 10:56:35
Scarabs are hardcoded to the ID's of the normal reaver and the Hero reaver, same as interceptors are for the 2 carriers. Even if I do ever find the id's in the exe, you only be able to change the 2...not add any new ones. Plus, it is true that the memory values might be treated differently...so it's dangerous to try once I find them(which, I do actually research the exe edits in FG before I add them...I'm not just opening up code and seeing what I think...I do test it.)
Report, edit, etc...Posted by NerdyTerdy on 2006-12-27 at 13:38:43
QUOTE(Lord_Agamemnon(MM) @ Dec 27 2006, 10:16 AM)
You can't make anything other than the Reaver have Scarabs.  They just don't have the memory values for it.  Only Reavers, Carriers, and in a different way Vultures have hangar space, and only the Reaver and Carrier can replenish theirs.  Interesting...I wonder if Carriers ccan be given Scarabs...
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I suppose this also answers my question of why I can't give Sarah Kerrigan, who I converted into a vulture, spider mines. I wanted to have a normal cloakable vulture, and I was told that you couldn't give cloaking abilities to other units, so I just changed a unit and tried to add the spider mines technology for it, but it didn't work sad.gif
Report, edit, etc...Posted by Kookster on 2006-12-27 at 14:15:34
QUOTE
Scarabs are hardcoded to the ID's of the normal reaver and the Hero reaver, same as interceptors are for the 2 carriers.

You can always copy the scarab dat files to the interceptor dat files.

QUOTE
At this point I've tried so many things that I couldn't name all of them if I wanted to. At this point I'm wondering, is this even possible? If so, how?

It is possible I did it to the carrier. First off you need to give the reaver a weapon. Then change its AI actions to guard guard guard attack unit guard normal movement/normal attack.
Then you need to go into firegraft/memgraft/stargraft and change its attack button from has scarabs to has weapon and from attack reaver to attack.

That should make it work!
Report, edit, etc...Posted by NerdyTerdy on 2006-12-27 at 14:28:37
I was asking how to give a probe a reaver's attack not a reaver a probe's attack. Thanks though tongue.gif.
Report, edit, etc...Posted by Kookster on 2006-12-27 at 14:36:03
O gotchya! the only thing you could do is make the reaver look like a probe!!
Report, edit, etc...Posted by NerdyTerdy on 2006-12-29 at 03:40:40
If I did this would I be able to give the reaver the probe's building ability?
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-29 at 09:34:59
I have a thought... I would imagine that you could make the Reaver or (hero Reaver) s subunit of the probe. It would require some .lo* editing, mind you.
Report, edit, etc...Posted by NerdyTerdy on 2006-12-29 at 14:25:06
At this point I'm sort of a newb modder so it might be above my head, I'm willing to learn if you want to teach me though tongue.gif.
Report, edit, etc...Posted by WoAHorde2 on 2006-12-29 at 16:11:12
You could change one of the reavers to a probe and give it the building menus and its resource gathering abilities. I beleive that's the only way around this problem.
Report, edit, etc...Posted by NerdyTerdy on 2006-12-29 at 16:22:26
Then I could edit the whatever to give toss 4 reavers on start up instead?
Report, edit, etc...Posted by WoAHorde2 on 2006-12-29 at 16:24:36
Through .got editing you can basicly change what loads on start-up. Examples of this are Voy's Arg Craft and LordArg's HunterCraft. It's crude, but it works.
Report, edit, etc...Posted by Kookster on 2006-12-30 at 22:48:01
also in firegraft you can change the starting units. But thats once DOA publicly releases it.
Report, edit, etc...Posted by Ultramilkman on 2006-12-30 at 23:09:12
Yea publicly, hope it's soon though, memgraft/stargraft is giving me a headach and I don't have much vacation time left to do what I please. Keep forgeting to small things like changing the # of buttons and end up with a broken mod. Thats 5 minutes of my life right there. Then when I did that, I found out it still doesn't work. (Here is where I usually give up and delete stargraft and memgraft. But only to download it later) sadangel.gif
Report, edit, etc...Posted by Kookster on 2006-12-30 at 23:52:48
Ultramilkman dont give up!! Just edit one thing at a time test it make sure it works! It may take a while to test each thing but atleast you wont lose progress!!
Report, edit, etc...Posted by NerdyTerdy on 2006-12-31 at 07:52:33
I have the beta of FG, so that's not an issue. Poor Milkman, I personally after experiencing the ease and joy of FG would never go back to SG and MG.
Report, edit, etc...Posted by Kookster on 2006-12-31 at 15:30:49
QUOTE
I personally after experiencing the ease and joy of FG would never go back to SG and MG.
Amen!
O man firegraft is so nice, and is just getting better. Just like datedit!!!
Report, edit, etc...Posted by WoAHorde2 on 2006-12-31 at 16:09:23
Now we just need a better Iscript Program, and the new GRP Coverter to be released.
Report, edit, etc...Posted by Kookster on 2007-01-01 at 04:18:40
Which both are being worked on. The Iscript editor Im not so sure about, cause shadowflare hasnt really done any form of an update for it.
Report, edit, etc...Posted by BroodKiller on 2007-01-02 at 06:22:39
QUOTE(DiscipleOfAdun @ Dec 27 2006, 05:56 PM)
Scarabs are hardcoded to the ID's of the normal reaver and the Hero reaver, same as interceptors are for the 2 carriers.  Even if I do ever find the id's in the exe, you only be able to change the 2...not add any new ones.  Plus, it is true that the memory values might be treated differently...so it's dangerous to try once I find them(which, I do actually research the exe edits in FG before I add them...I'm not just opening up code and seeing what I think...I do test it.)
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DoA>Can't you make a static cast for a return value of a custom function for this purpose?This way you could have multiple units use this tech. I just don't remember if static casting worked in ASM... confused.gif
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