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Staredit Network -> Modding Chat -> IScript preview
Report, edit, etc...Posted by SI on 2007-01-14 at 17:39:52
oh, one more question. what settings hides the marine image that would normally be the default image of the scanner sweep, iscript doesn't have any code to hide it. Just the is visible fflag in sprites or does that refer to the entire thing?
Report, edit, etc...Posted by TheNomad on 2007-01-14 at 21:34:38
I tested this with SF some time ago on messenger. She said it might be hardcoded. I'll perform some last few tests in case I missed something when I told her some stuff, although if I remember correctly she already did what I told her before me telling her heh...
Report, edit, etc...Posted by BroodKiller on 2007-01-14 at 21:35:00
Probably hardcoded, since the Is Visible flag is checked for the Map Revealer entry.
Report, edit, etc...Posted by SI on 2007-01-14 at 22:16:23
QUOTE(BroodKiller @ Jan 14 2007, 09:35 PM)
Probably hardcoded, since the Is Visible flag is checked for the Map Revealer entry.
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It seems to work ok with the isvisible flag.
The map revealer is a special case afaik, I think they are hidden via hardcoding in starcraft, the flag would apply to staredit to.
Actually, I dont even know if scanner sweep shows the marine in staredit, gonna test that tommarow
Report, edit, etc...Posted by ShadowFlare on 2007-01-15 at 04:00:04
QUOTE(SI @ Jan 14 2007, 09:16 PM)
It seems to work ok with the isvisible flag.
The map revealer is a special case afaik, I think they are hidden via hardcoding in starcraft, the flag would apply to staredit to.
Actually, I dont even know if scanner sweep shows the marine in staredit, gonna test that tommarow
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Yes, it does show the marine in staredit. I've known this ever since I made my own custom units.dat that made scanner sweeps placable. smile.gif (that was years ago)
Report, edit, etc...Posted by TheNomad on 2007-01-15 at 05:42:57
Yeah I do remember SF telling me that it shows up in SE-type of editors.

However remember that generally speaking, Sprite render is determined by "Is Visible" and Image rendering is allowed by "Draw if Cloaked".
Report, edit, etc...Posted by SI on 2007-01-15 at 07:32:04
QUOTE(TheNomad @ Jan 15 2007, 05:42 AM)
Yeah I do remember SF telling me that it shows up in SE-type of editors.

However remember that generally speaking, Sprite render is determined by "Is Visible" and Image rendering is allowed by "Draw if Cloaked".
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draw if cloaked is fun, set Y offset only sets the value if the image isn't cloaked;)
Report, edit, etc...Posted by TheNomad on 2007-01-15 at 11:13:02
Is the the X component of SetPos-type of commands always used, then ? (just making sure I understood what you said interested.gif )
Report, edit, etc...Posted by SI on 2007-01-15 at 11:40:56
ya, I assume this is because the air idle animations only run if the unit isn't cloaked
Report, edit, etc...Posted by TheNomad on 2007-01-15 at 12:09:05
Hmm, can you get a 101% confirmation ?
From my tests, it just doesn't cloak it, but the unit itself still exists and all physics apply to it. For example, drawing overlays (Maelstrom f.e.) will still work or Matrix (which will eventually get the idle anims). It just seems like an "Is Visible" version for Images. IScript should still work, though... And following this theory, if IScript works, then all commands (and params) should work just the same...

Although what you say doesn't sound too far-fetched, either, I'm just holding on to my weird theory till you have a confirmation smile.gif
Report, edit, etc...Posted by SI on 2007-01-15 at 13:12:55
QUOTE(TheNomad @ Jan 15 2007, 12:09 PM)
Hmm, can you get a 101% confirmation ?
From my tests, it just doesn't cloak it, but the unit itself still exists and all physics apply to it. For example, drawing overlays (Maelstrom f.e.) will still work or Matrix (which will eventually get the idle anims). It just seems like an "Is Visible" version for Images. IScript should still work, though... And following this theory, if IScript works, then all commands (and params) should work just the same...

Although what you say doesn't sound too far-fetched, either, I'm just holding on to my weird theory till you have a confirmation smile.gif
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I have 100% confirmation that the set Y offset only runs if the image or sprite or unit is not cloaked wink.gif
Report, edit, etc...Posted by TheNomad on 2007-01-15 at 13:25:40
OK, one more doubtful question... you sure it doesn't run or you don't see it running cheers.gif
Report, edit, etc...Posted by SI on 2007-01-15 at 18:42:50
add a set y offset opcode to some unit on its idle
make it be +128 or something absurdly high, then cloak the unit. It stays still. Or move it under an arbiter and when it idles it doesn't suddonly change offset when the arbiter moves wink.gif

ADDITION:
I just noticed, the map revealer has palette type 15, and that isn't used by anything else. maybe that effects its drawing?
Report, edit, etc...Posted by BroodKiller on 2007-01-15 at 19:08:11
Just before anyone starts argueing about this - SI is right. It turned out that DatEd wrongly interprets this property, so SI knows what he is saying smile.gif
Report, edit, etc...Posted by TheNomad on 2007-01-15 at 19:35:47
Can you two please elaborate ? baaa.gif
Report, edit, etc...Posted by SI on 2007-01-15 at 19:42:49
QUOTE(TheNomad @ Jan 15 2007, 07:35 PM)
Can you two please elaborate  ?  baaa.gif
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DatEd doesn't properly display the palette index, there are several types that isn't in the dropdown and for which dated then shows a wrong type, such as the selection circle sprites, the flag, the map revealer, and a few more.
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