Staredit Network

Staredit Network -> Modding Assistance -> Adding New Buildings
Report, edit, etc...Posted by Darius.DeValle on 2005-06-20 at 13:14:48
Okay, the Power Generator things helps me out with the Terran side of things A LOT. Thank you. As for my lack of iscripting skills, I'll give that tutorial a look. Thank you.

ADDITION:
^_^ Looks like the Terran part is working, but the Protoss part...hm.

m.r.bob, I was wondering, remember when you said you were going to create a tutorial for creating buildings? Are you still planning on doing that?

ADDITION:
# ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 292 IonCannon (Science Facility Shad)
.headerstart
IsId 116
Type 20
Init IonCannonInit
Death IonCannonDeath
GndAttkInit IonCannonGndAttkInit
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt IonCannonGndAttkRpt
AirAttkRpt [NONE]
SpAbility2 [NONE]
GndAttkToIdle IonCannonGndAttkToIdle
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking IonCannonWalking
Other [NONE]
BurrowInit IonCannonBurrowInit
ConstrctHarvst [NONE]
IsWorking IonCannonIsWorking
Landing IonCannonInit
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 IonCannonUnknown19
Unknown20 IonCannonUnknown19
Unknown21 [NONE]
.headerend
# ----------------------------------------------------------------------------- #

IonCannonInit:
playfram 0
goto IonCannonUnknown19

IonCannonWalking:
playfram 0
wait 2
playfram 1
wait 2
playfram 2
wait 2
playfram 3
wait 2
playfram 4
wait 2
playfram 5
wait 2
playfram 6
wait 2

IonCannonGndAttkInit:
playfram 2
wait 2
playfram 1
wait 2
playfram 3
wait 2

IonCannonGndAttkRpt:
wait 1
attack26
gotorepeatattk
ignorerest

IonCannonGndAttkToIdle:
playfram 1
wait 2
playfram 2
wait 2
goto local235

IonCannonBurrowInit:
playfram 4
goto IonCannonWalking

IonCannonIsWorking:
playfram 1
goto IonCannonWalking

IonCannonUnknown19:
wait 125
goto IonCannonUnknown19

IonCannonDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol08 334 0 0 # TerranBuildingExplosionlarge (Battlecruiser)
wait 3
__3f_condjmp local196
sprul11 273 0 0 # TerranBuildingRubblesmall (366)
wait 1
end

local196:
wait 1
end



Okay, that's what I'm using for the Ion Cannon iscript, but whenever I use it, it crahses! Am I missing something, or is something not done correctly? The Power Generator works just fine, if I haven't said so already.
Report, edit, etc...Posted by StealthyDeath on 2005-06-21 at 18:47:07
The ion cannon only has ONE frame. The power generator has SIX. Unless you changed the ion cannon to have six frames the iscript will not work. You'll need to edit the script correctly to match the one frame. I'll let you figure out on your own.

Also when posting the iscript straight from the text file if it has tabs use the [code] tag to make it show up correctly and will make it much easier to read.
Report, edit, etc...Posted by Darius.DeValle on 2005-06-21 at 21:59:41
QUOTE(StealthyDeath @ Jun 21 2005, 05:47 PM)
The ion cannon only has ONE frame.  The power generator has SIX.  Unless you changed the ion cannon to have six frames the iscript will not work.  You'll need to edit the script correctly to match the one frame.  I'll let you figure out on your own.

Also when posting the iscript straight from the text file if it has tabs use the [code] tag to make it show up correctly and will make it much easier to read.
[right][snapback]240562[/snapback][/right]


x_x ...well, I didn't know the ion cannon had only one frame....x_x

ADDITION:
Okay, now that I've fixed the frame issue, now it won't attack! The Arsenal III stuff mimic's a Missile Turret, but it still refuses to attack...

# ----------------------------------------------------------------------------- #

IonCannonInit:
playfram 0
goto IonCannonUnknown19

IonCannonWalking:
playfram 0
wait 2

IonCannonGndAttkInit:
wait 1
attack26
gotorepeatattk
sigorder 1
wait 13
ignorerest

IonCannonGndAttkToIdle:
goto local235

IonCannonBurrowInit:
playfram 0
goto IonCannonWalking

IonCannonIsWorking:
playfram 0
goto IonCannonWalking

IonCannonUnknown19:
wait 125
goto IonCannonUnknown19

IonCannonDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol08 334 0 0 # TerranBuildingExplosionlarge (Battlecruiser)
wait 3
__3f_condjmp local196
sprul11 273 0 0 # TerranBuildingRubblesmall (366)
wait 1
end

local196:
wait 1
end


That's all I've changed....a liitle help? Anyone?
Report, edit, etc...Posted by scwizard on 2005-06-22 at 09:07:27
I was much more busy then I antipated lately. But now I'm free! Free! School is completely over! uberwoot.gif
So either I'll be working on my map and playing outside too much to be on SEN that much, or I'll definatly finish the tutorial, but when, I have no idea.
Sorry to let you down so much.

Ok now on to your ion cannon iscript.
You forgot to loop the walking animation (why does it have one anyway?)
"sigorder 1
wait 13
ignorerest"
Why do you have a sigorder 1 in there? That tells starcraft it's a missle.
The other stuff makes no sense to. It should loop to unknown19 (idle) after this. Try replacing the stuff in quotes with "goto unknown19"

If the arsenal III stuff mimics a missle turret, then it exspects to have a sub unit.

When you try to attack what happens?

ADDITION:
Could you also give us the new header?
Report, edit, etc...Posted by Darius.DeValle on 2005-06-22 at 10:23:39
QUOTE(m.r.bob(MM) @ Jun 22 2005, 08:07 AM)
I was much more busy then I antipated lately. But now I'm free! Free! School is completely over! uberwoot.gif
So either I'll be working on my map and playing outside too much to be on SEN that much, or I'll definatly finish the tutorial, but when, I have no idea.
Sorry to let you down so much.

Ok now on to your ion cannon iscript.
You forgot to loop the walking animation (why does it have one anyway?)
"sigorder 1
wait 13
ignorerest"
Why do you have a sigorder 1 in there? That tells starcraft it's a missle.
The other stuff makes no sense to. It should loop to unknown19 (idle) after this. Try replacing the stuff in quotes with "goto unknown19"

If the arsenal III stuff mimics a missle turret, then it exspects to have a sub unit.

When you try to attack what happens?

ADDITION:
Could you also give us the new header?
[right][snapback]241024[/snapback][/right]




# This header is used by images.dat entries:
# 292 IonCannon (Science Facility Shad)
.headerstart
IsId 116
Type 20
Init IonCannonInit
Death IonCannonDeath
GndAttkInit IonCannonGndAttkInit
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt IonCannonGndAttkInit
AirAttkRpt [NONE]
SpAbility2 [NONE]
GndAttkToIdle IonCannonGndAttkToIdle
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking IonCannonWalking
Other [NONE]
BurrowInit IonCannonBurrowInit
ConstrctHarvst [NONE]
IsWorking IonCannonIsWorking
Landing IonCannonInit
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 IonCannonUnknown19
Unknown20 IonCannonUnknown19
Unknown21 [NONE]
.headerend

That's the new header..... (btw, I DID try the tab thing; it shows up the correct way when I'm about to post it, but once it's posted....x_x)

It won't self attack, but when I select something for it to attack, it just sits there...
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