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Staredit Network -> Modding Assistance -> How do you add an iscript to a mod?
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-24 at 10:20:24
Im not sure how to add an iscript to a mod,lets use SCV for an example.You extract it and edit it,then when you compile it and want to add it to your mpq would it be like scripts\SCV\iscript.binor scripts/SCV/iscript.bin or Scripts \SCV.txt or scripts/SCV.txt if not any of those then what is it?
Report, edit, etc...Posted by Killer_Kow(MM) on 2007-01-24 at 10:36:22
First, I can barely understand anything you're saying. Are you trying to insert each unit's iscript separately? Because that won't work. You have to compile all of them into a single iscript.bin and put it in the MPQ as scripts\iscript.bin
Report, edit, etc...Posted by Doodle77(MM) on 2007-01-24 at 13:03:04
you need to compile with "merge with default iscript.bin" checked and put the bin file in scripts\iscript.bin
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-24 at 21:01:39
I had the merge checked,so what i do is take the .bin from ICECC and add to my mod?I tought that you had to add each .txt as its own file.

I selected the file,merged it with the default bin and when you press compile nothing is supposed to happen,right?Also when i added the file to the bin and pressed compile and used it in my mpq,my changes didnt show up.Im using ICECC and ICECC1.3 because my icecc doesnt extract the files correctly(tried reinstalling)but 1.3 does.But 1.3 cannot compile because it says

icecc error: aborted due to syntax errors in C:\documents and settings\andrew\my documents\SC HACKS\hackz\Starcraft FortressV1.0\Marine_Script\Marine Script.txt.

But icecc does not have that error but when i click compile nothing happens.
Report, edit, etc...Posted by ShadowFlare on 2007-01-24 at 22:02:26
If you decompiled the script in an earlier IceCC version, it will generally not compile in 1.3 unless you make some changes first to update the script for 1.3. This is because the names of various unknown and mislabeled things were changed.
Report, edit, etc...Posted by Ultramilkman on 2007-01-24 at 22:03:47
Nothing is good nothing means perfect success. And you just place it in your mpq as scripts\
Report, edit, etc...Posted by ShadowFlare on 2007-01-24 at 22:05:43
Haha, unless that means no file was created. happy.gif
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-24 at 22:06:09
But did you read the error i got from 1.3,i extracted the file and edited it and tried to compile it and it said the error i posted above.How do i stop it from saying that error because i want to test this but until that is fixed i cannot test my script.
Report, edit, etc...Posted by ShadowFlare on 2007-01-24 at 22:08:08
Did you decompile it in 1.3 or an earlier version? If you did decompile it in 1.3 and then modified it and it wouldn't compile, then post the script so that either I or someone else may help you fix it.
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-24 at 22:17:49
The script is for the marine squad.(Bobbydeth said i could use his file,so i didnt steal it if you were thinking of that.)i extracted the marine in 1.3 did the imgol stuff that he said(i screwed up but he fixed it.)and then when i tried to compile the error happened.


Heres the file.
Report, edit, etc...Posted by ShadowFlare on 2007-01-24 at 23:18:00
Ah, I see what the problem is. You have more than one MarineGndAttkToIdle code label. Also, there is a MarineWalkingToIdle referenced, but it doesn't exist. I'm guessing that the first MarineGndAttkToIdle in the code should have been MarineWalkingToIdle.


Hmm, apparently the placement values in the opcodes (imgol, etc.) are signed values; meaning that since they are single bytes, values over 127 are actually negative numbers (you can convert them to negative values by subtracting 256). I'll keep this in mind while writing my iscript-related program. smile.gif
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-24 at 23:51:28
But i dont know what to fix?What needs to be changed?
Report, edit, etc...Posted by ShadowFlare on 2007-01-24 at 23:54:01
On line 33, you have

MarineGndAttkToIdle:

but it probably should have been

MarineWalkingToIdle:
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-25 at 10:20:32
Ok.Now that that is fixed how can i fix the error when i try to compile the script.It cant compile it because of a syntax error.(OMFG WTF is that?)

Nvm it can compile now BUT when i play it only shows the shadows of the extra marines.In the group there are 8-9 marines.You can see the shadowed legs walking.LOL.How can i fix that?(yes,shadowflare that thing you told me to fix got me closer to a marine group.Yay!)

If you need to DL this and build a marine to see what im talking about.
Report, edit, etc...Posted by ShadowFlare on 2007-01-25 at 12:15:10
To have more marines show up, you will need to use another images.dat and iscript.bin entry for another overlay that looks like a marine. Here is an example I made based off of your original iscript animation. happy.gif Besides the compiled script and dat files that I put in the mpq, I also included the uncompiled scripts for the ones I used.

http://sfsrealm.hopto.org/files/marine_squad.zip
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-25 at 22:54:44
HEY!!!!!TY alot.I never would have fixed my error-_-.BTW-What was the error in one of my files,or was it in all of them?

Well.Now that i halfway accomplished that,Can you give me some starters on how to make a zergling,seige tank,and dragoon group.Like is there a couple certain codes that make the stuff work or is it way diffrent for each unit?
Report, edit, etc...Posted by ShadowFlare on 2007-01-26 at 00:20:48
It would be basically the same no matter what unit you do it with. However, there is only a limited number of units you can do it with all in the same mod, since it requires using an additional images.dat entry for the unit.

BTW, I actually didn't even look at the mod you posted; all I looked at was the specific script you posted and I used a very small section of it. You will need to make the same changes to the marine in your dat files as I did in the one I posted. Look in the script files I included in it to find the ID# of the additional images.dat entry I used. Depending on whether you've already used that one or not, you may need to change it to something else.
Report, edit, etc...Posted by CommmanderMoo19 on 2007-01-26 at 18:56:43
Ya the only things i changed were the pixels that i had 30,30 to 26,30 and the dimensions,mine were 20,20,20,20 changed it to 20,20,18,18.I didnt even know that those little changes made it work.(Weird.)

i changed my mind,I want a hydralisk and dragoon.So,The same stuff i added to the marine(the imgol stuff) add it to the dragoon and hydralisk right.Then change there images .dat to match what i need?

Well i tried doing the hydralisk script,ill post it so you can look at it.If i did the script right then it was somewhere in the sprites,images,or units .dat,that the game crashed from.
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