Staredit Network

Staredit Network -> Modding Assistance -> Two problems
Report, edit, etc...Posted by Corbo(MM) on 2006-12-28 at 01:35:09
Ok, so you know how this buildings (neutral ones) have special colors so they look more like the tileset they are in, Example if you have ever seen the geyser grp you will notice the weird colors, Ok so If this special colors are painted on another building they don't change.
I want to know why they don't change and how do I make them change, What does my building needs to read those colors as terrain, I do not want to edit the graphics by myself.. sad.gif

Ok, so the second one is releated to siege tank and such, I tried to make it attack Air when it's on siege mod, Effect To attack ground it created a zealot (which i can't click) most likely an overlay zealot, but when it attacks ground(the siege tank) the zealot literaly attacks (with the animation and everything) and the unit is taken damage (the attacked unit)
When attacking Air it spawns an egg, yes an overlay also, I can't click it. it shoots, but does no damage.
Ok, so the question is not how to fix it (although it could be useful) I want to know how Siege tank is related to Zealot and Egg, Or in any other case why this units? and why zergs?
The weapon is Longbolt missile for air if you want to know, Yes I did add the required entries in the iscript.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-28 at 09:39:27
Hmmm. Your problem with the Tank not attacking air reminds me of a problem I'm having with the High Templar not attacking air, even though I've done the correct Iceing. The unit just freezes in place when it attacks, doing no damage...
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-28 at 10:01:12
Well, I can give you the reason why the Zealot attacks. When an order is passed to a unit, it's passed to every overlay that the unit uses. This is what makes the Archon being attack, for example.

As to why it's creating those, it sounds to me like you've got the wrong images.dat/sprites.dat index. I would have problems like that, and they usually resulted from me confusing sprol and imgol. If that's not the problem, then I'm not sure...
Report, edit, etc...Posted by Corbo(MM) on 2006-12-28 at 11:36:50
I'm not using any Imgol or Sprol opcodes..that's the weird thing, I Don't know where actually it is ordered to "show" an overlay
Report, edit, etc...Posted by StealthyDeath on 2006-12-28 at 18:44:32
If you're asking how to have a different graphic depending on the tileset, you'll need to edit the building's iscript. "playframfile" is the opcode you should be using.(This is with IceCC)

For example, a buildings initial code uses "playfram":
CODE
AcademyInit:
playfram        0
imgul09         265 0 0 # AcademyShad (terran\tacShad.grp)
goto            AcademyLiftOff

Change it to "playframfile".
CODE
AcademyInit:
playframfile        0
imgul09         265 0 0 # AcademyShad (terran\tacShad.grp)
goto            AcademyLiftOff


Say if you used playframfile 0 on a building, the next 7 frames will be used depending on the tileset. The opcode seems to just read the offsets in order from the frame designated by the command.

Tileset offsets are:

00 = badlands
01 = space
02 = installation
03 = ash
04 = jungle
05 = desert
06 = ice
07 = twilight

If you're graphic has more then one frame (e.g. minerals). So if you wanted to play the first fframe you would use playframfile 0 and each frame after that will be used depending on the tileset. The second frame (the minerals are mined a bit and the graphic changes) you would use is playframfile 8. The third and fourth form would be 16 and 24 since you have 8 tilesets and each one of the 8 is used on different tilesets. The whole thing would have a total of 32 graphics. Here's an example if you used playframfile 0:

frame 00 (badlands)
frame 01 (space)
frame 02 (installation)
frame 03 (ash)
frame 04 (jungle)
frame 05 (desert)
frame 06 (ice)
frame 07 (twilight)

(Then the next form would start at 8)

frame 08 (badlands)
frame 09 (space)
frame 10 (installation)
etc.

So the "second frame" of a building would be "playframfile 8".

Also, the command doesn't work seem to work on units that can turn. It only works on building type graphics.

I do hope that made some sense. This is just a copy and paste from what I wrote two years ago. My mod in my signature uses this to have different colored minerals depending on tileset. If you don't understand what I said, I'll try to describe it a bit more or someone else might be able to.
Report, edit, etc...Posted by Corbo(MM) on 2006-12-28 at 20:09:11
Hey, that really helped, sadly I already recolored the parts that had those colors. But that really helps, Thanks.

Anyone has any other idea on the second question?
I could use some help with it
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