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Staredit Network -> SEN-MOD Team Forum -> When are we going to do something?
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-11 at 21:05:53
I'm getting a "happy feeling" about this.

I think we need a shad GRP for the IRF though.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-12 at 09:59:57
Does anyone know if adding new entrys into the .tbl files will work?
I've been wanting to do that but I'm not sure if it causes any problems. pinch.gif

ADDITION: I just noticed a problem, a bunch of the frames have grid marks in them

example: frames 24-30, 40-47, 56-65, 74-82, 91-99, 107-115, seems the 3d editor decompiled with pieces of the grid tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-12 at 14:31:07
I saw that...I was going to try to fix it....but I haven't gotten to it yet. It doesn't appear in the bmp's does it?

Oh, and you can add as many tbl entries as you want, that doesn't do a thing.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-12 at 23:45:37
I just re-examined the grp, it turns out RetroGRP kept corrupting the frames but they didn't actually have those grids smile.gif

and I finished the new Iscript/Images.dat for the project, they now work with the new cannon grp
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-13 at 10:15:48
Sweet....we can get this done....

*hopes he didn't jinx anything by saying that....*
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-13 at 10:41:57
Yes we should be able to get it done, but it's still a little ways away tongue.gif

things left to do:
  • I need to make a new .tbl file since the one yall gave me was corrupted (should take about 5 minutes)
  • Icons need to be fixed and compiled
  • I need to make the Iscript for the new Ionic Research Facility (should take about 15 minutes)
  • Someone needs to compile the Iscripts for me (my IceCC broke again pinch.gif )
  • I need to make a new Upgrades.dat (should take about 3 minutes)
  • I need to edit the .dat files to work with all the new files introduced
  • I need to make the new exe

Estimated time before finishing: about 3 days if I don't wait on the graphics team and yall get around to compiling the iscript
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-13 at 10:49:53
'You do too much...' biggrin.gif Srry I can't do my part, but FG does take a bit of priority in my eyes...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-13 at 11:34:57
Well, I just ran into another snag in the production...in the ionic research facility grp, there's no upgrading frames.

I either need the graphics team to finish the grp, or I'll have to make it look idle when upgrading pinch.gif


so it's whoever's choice that posts next, do I need to make it look normal while upgrading or wait for a new grp?
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-13 at 14:08:11
Don't care, but it needs and upgrade and a shadow.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-13 at 15:01:59
Well, why not find an overlay that looks good. One of the lights that another building uses? You could Iscript it into the right position, and you wouldn't have to wait for a new graphic to be done.

Of course, that's a quick-fix answer. Although it could end up looking fairly decent.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-13 at 16:13:58
na, I decided to leave it blank tongue.gif

I did find a shadow that I think should match up pretty good though, I used the academy's shadow biggrin.gif

here's the finished Iscript, for whoever wants to compile the test version for me (and possibly final)

[attachmentid=20002]

good thing I got a new zipping program, or I'd be attaching .txt files one at a time tongue.gif

ADDITION: why's it so hard to get someone to do this simple compiling?
I've been doing ALOT more work than this and here you guys are refusing to do a simple 2 minute job...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-14 at 10:59:20
Here...since no one else will...

exactly as you had it.

whoops, there we go...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-14 at 11:46:50
Thanks for compiling it for me, here's the new list of things left to do before this project is finished:
  • Icons need to be fixed and compiled (by graphics team)
  • I need to edit the .dat files to work with all the new files introduced (after graphic team finishes icons)
  • I need to make the new exe (after the rest is finished)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-14 at 16:19:21
You're welcome. Although, I think we'll be doubling over the iscript again. I just looked at it, you didn't do the building frame animation, nor does the AttkToIdle on the cannon reset the frame...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-14 at 16:29:26
I guess I rushed through the Iscript too much, and didn't notice those lil mistakes

1. I did make a building frame animation, what are you talking about?
2. I guess I did that when I edited the attack to add the extra effect, I'll fix that

ADDITION: I got the exe modded now, and fixed up all the .dat files so they're compatible with the new files biggrin.gif

Another ADDITION: I just finished the new Ion Cannon iscript,
I don't see where it should have any problems but you should probably double-check it since I'm not a very good Iscripter

[attachmentid=20028]
just replace the old Ion Cannon iscript with this one


also, here's the finished mpq and mgpatch file,
once you finish compiling the Iscript please replace the mpq's iscript with it and test it out (I don't have StarCraft v1.13e)
[attachmentid=20029]

Another ADDITION: can one of you people that downloaded it tell me if it worked or do I have to keep wonderring?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-15 at 14:31:56
Doesn't seem to work.

1. I can't find the build buttons for either the Ion Cannon or the Research Facility.
2. If you have a cannon, it doesn't turn.
3. Even if you have a target straight on, it won't attack.
4. Even if it does attack, the hit graphics iscript is wrong.
5. Even after that, it still randomly crashes...and I don't know why.

Okay, so those are the basic things.

My further tests...

on 1. Ignored for now....
on 2. Changed direction attack flag(units), movement control(flingy), and Init/Idle orders(units). However, it started auto-attacking! not what I wanted.
on 3. After the auto attack, I tried a bunch of order combinations..but nothing. then I remembered my trick to use weapons via specials, so I made a new mg patch and tried it...it kinda worked when I used dark swarm, and it had the right targeting properties, but it still wouldn't go unless you had enough energy...
on 4. So, it needs to be fixed....but I don't have the fix with me...I'll try to get it later...
on 5. Hmmm, it crashed in the render function for the normal palette...I don't know what frame on though. Maybe you should check the bmp's for me...something doesn't want to work right.

Well, I spend my morning on this because I am having coders block for adding new buttons(single, not sets) into FG.

Oh, one other thing. The weapon spawns from the center of the cannon. You can get it to appear close enough if you edit weapons.dat's height and forward distance though...or really close would be adding an .lo? file, but that's a bunch of work and needs an iscript redo....

hope that helps fix some stuff, I've got to do work around the house for the rest of the day....
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-15 at 15:36:58
Yeah, I tried to test it, but I ran into the same problems tongue.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-15 at 17:45:24
O well, most of those faults are from my attempt to remove them to make it not auto-attack tongue.gif

1. look under "Advanced Buildings"
2. I dunno where I messed up...maybe in flingy.dat with the move control?
3. this is from my attempt to prevent auto-attack, that just comes to show auto attack doesn't work
4. I told you I've never done that type of missile iscript before, so it had a chance of failing
5. I dunno what's causing this, it could be numerous things


That just comes to show that auto-attack can't be done without using it as a spell (like I warned you tongue.gif )

now that we finished with this project, can we start on a real project? biggrin.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-07-15 at 23:35:55
QUOTE(DT_Battlekruser @ Jul 13 2006, 12:07 PM)
Don't care, but it needs and upgrade and a shadow.
[right][snapback]523080[/snapback][/right]

isn't shadow auto? when i replace a grp the shadow automatically goes to the unit's shape.. or is it just with units?
*goes to work on
- IRF icon
- Ion Cannon Icon
- Cast Ionic discharge Icon (i think it's done)
- misc upgrade? what upgrade are you talking about?

if i miss an icon tell me..i'll just figure out something for that upgrade.


umm... IRF's wrking animation...hope you say ok..
[attachmentid=20052]
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-16 at 01:24:10
QUOTE(TERRAINFIGHTER @ Jul 15 2006, 02:45 PM)
O well, most of those faults are from my attempt to remove them to make it not auto-attack tongue.gif

1. look under "Advanced Buildings"
2. I dunno where I messed up...maybe in flingy.dat with the move control?
3. this is from my attempt to prevent auto-attack, that just comes to show auto attack doesn't work
4. I told you I've never done that type of missile iscript before, so it had a chance of failing
5. I dunno what's causing this, it could be numerous things
That just comes to show that auto-attack can't be done without using it as a spell (like I warned you tongue.gif )

now that we finished with this project, can we start on a real project? biggrin.gif
[right][snapback]524416[/snapback][/right]


Is it zero acquisition range?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-16 at 09:46:18
Yes I did set the subunit range to zero (if that's what you mean),
but it didn't work so I changed alot more to make it non-auto attack

It would be possible if you let me make it a spell, but you directly told me not to earlier pinch.gif


So back to my question: can we start a real mod now?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-16 at 10:05:26
Here, How to 'fake use' a spell. It isn't all that hard. There are 5 steps.

1. Change the Attack animation headers to point to the idle, and make the attack SpAbility2. In units.dat, change the idle to guard.
2. In Memgraft, change the Dat Requirements for Tech Use so that the Ion Cannon can use Dark Swarm.
3. For the button, put 'Unit Has Weapon' for the req, and the action is 'Use Technology", the act var is dark swarms ID.
4. Make sure the Ion Cannon has the right button set, button count, and so on...
5. Save and run.

What happens is it tries to attack, and turns towards a target(since it has a weapon). I haven't tested what the battle reactions flag does though...I can't remember if it will let you attack if your energy is less than Dark Swarm requires....that's what I need to double check. However, you can target units/ground this way. Oh, but you need 1 other thing, nobrkcodestart/nobrkcodeend commands in the attack.
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-16 at 13:09:48
If the other way won't work, then this is just fine.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-17 at 10:08:47
So...do you want us to re-do the exe and stuff to get it working or can we just start a actual mod now?

After all, you said the point in that annoying lil mod was to test how organized we where, and I think we tested it enough. tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-17 at 10:26:45
I'm going to make it work myself, even if you guys don't want to. I've gotten the hard part done by faking the spell. Sometime today(yay, I have today off from work!), I'll try it.
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