QUOTE(DiscipleOfAdun @ Jun 13 2006, 10:33 PM)
Seeing as how my computer is fixed....I'm going to ask about something else. Instead of ASM, I'm thinking about a scripting language, similar to how triggers work, with a condition tab and an action tab. The requirements would check the unit or other stats of that unit, and then if it is true, the action would run. It would also be custom interfaced to meet what kind of code you were adding, allowing for sigorder checks for orders, for area of effect for cyclic code, and such.
Now, would this be better than Assembly for most people? It would take a lot longer to implement, but I think it would be easier for users. Plus, if I want to do this, I have to decide soon....
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Actually you'll hate me for suggesting this, but while a simple coding/scripting language would help I'd love to have 2 windows (let's say a checkbox that enables/disables the second bottom half of the window): 1 with the script version and one with the asm.
The reasons are many. Apart from also teaching people some basics, it would also show some addresses or tricks. Plus it wouldn't hurt to have both versions, since someone might use the script to set a fixed condition and the asm window to fine tune/tweak it. Similar to making something in Arsenal3 or Ice and then tweaking the details in Arsenal0 or IceCC.
But yes, as everyone said, make it case insensitive
As for Gols and Tanks crashing the game while being loaded in bunkers, that is due to them being 2 units instead of 1 (body + turret). If you could remove the body and leave the turret if their state is set to 'loaded inside' (dropship/bunker style) then it'd fix it I think. The reason this might work in transports is cos of the amount of space they use (not tested). I do admit it's a theory, and a lousy one at that, but it is crazy enough to be at least partly correct
QUOTE(BroodKiller @ Jun 17 2006, 07:50 PM)
Personally, I don't like scripting. A well-thought-of GUI tool is what we need, not yet aonother AZero, which frightens away the newcomers.
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Remember that some sites separate each tool for easy, moderate and advanced modding
QUOTE(TERRAINFIGHTER @ Jun 20 2006, 01:53 AM)
To prevent too many complaints, try making the program convert all letters enterred into lower-case,
and have the syntex lower-cased only
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pfft
I suggest a nice customizable option
And if it is set, it won't change the text code itself, just the way it's displayed (that way if someone Typed It Like This, He'll Still Have It Unchanged)
FG stuff ?
How about setting Lift Off to all races (not that I'd use it, but you know...), being able to set it as tech (to research before using it) and maybe change the lift up and landing delays (hope it wasn't suggested).
Also maybe an option to replenish the energy (much like you heal, repair or recharge the shields).
Nirvana,
this reminds me of the Metallica logo
QUOTE(DiscipleOfAdun @ Jul 17 2006, 05:20 PM)
If I do get a language working for stuff(buttons, orders, netorders), what kinda things would you need? Let's start with button requirements. This function tells when a button should appear, be greyed, or be active.
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Hmm also maybe the delay in between presses. I noticed some buttons have a delay in between when you can repress them (or it might just be me).
QUOTE(BroodKiller @ Jul 18 2006, 12:37 PM)
Yesterday I run into another interesting thing: it is possible to cast Stasis Field over water, but it is impossible to do it for Maelstrom. I checked it, weapons.dat looks ok, but they differ in 2 flags in orders.dat, exchanging them didn't change anything whatsoever. Any idea as to why is this hapenning?
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Hmm, seems I may have another homework assigned to me
QUOTE(DiscipleOfAdun @ Jul 19 2006, 02:31 AM)
Without looking, I'd say it is because Maelstrom is supposed to affect only ground units. Of course, it could be different, but that seems to be the plausible explanation. If I find time, I'll look.
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Not true. It works on Guards, Mutas, Devourers and Overs
QUOTE(Voyager7456(MM) @ Jul 19 2006, 04:14 PM)
Could "Unit has X kills" be done?
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If you are referring to the Kills: X display, I don't think so, since it is a byte with 256 values (unless I got it all wrong)
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Minor update: after some 10 min tests I managed to reduce the swarm time using a very inneficient method: i shot it
For those crazy enough with too much time on their hands here are the steps:
- Set the unit HP to 1 or 2
- Disable invincibility
- Plague it
- Storm it
The last 2 are done by playing PvZ, using MODIFY TGE PHASE VARIANCE, THE GATHERING and MEDIEVAL MAN to MC a drone and make a defiler.
Now, to plague a swarm is not the easiest thing in the world. I had a hydralisk in the center and a defiler right next to it, then I plagued 1 mm from teh defiler enough to target the hydra and defiler. Now the hint that you did it right is by seeing the little plague blood on top of the swarm in the mid. it won't always work and I am not 100% sure you need the hydra (or a Z unit) but I didn't manage to do it with Toss untis near the defiler in the mid of the swarm.
... Anyway, long story short, the Psi Storm did kill it. So perhaps if you are too bored of finding the offsets, perhaps you could abuse this by changing it's HP somehow ? Also note that the HP don't drop so setting them to 1 or something won't make any difference.
Also note I only tested it with my units so I am not sure what would have happened if the enemy attacked me. Perhaps the swarm would start do take damage cos of splash weapons (tanks, Mutas etc. ? uncofirmed) and might end up like the DMatrix.