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Staredit Network -> Modding Chat -> The Spinny Trick!
Report, edit, etc...Posted by Doodle77(MM) on 2005-05-27 at 16:19:07
if you use a modded flingy to make a vulture(thats the only unit ive tested it with) move REALLY(20000)fast(i tested it with slow acceleration though) then you can make it start spinning in cricles uncontrollably(sort of like an scv holding a missle turret top) and when you stop it then it will instantly go to its destination.
i will get screeny in one sec.
Report, edit, etc...Posted by warhammer40000 on 2005-05-27 at 16:22:05
lol, it sounds awesome!
Report, edit, etc...Posted by Doodle77(MM) on 2005-05-27 at 16:30:11
[attachmentid=9454] there is the screeny, it doesnt really look good because theres no really way to show the motion.
Report, edit, etc...Posted by warhammer40000 on 2005-05-27 at 16:32:42
Yea, there's a problem. well, it sounds cool.
Report, edit, etc...Posted by Doodle77(MM) on 2005-05-27 at 16:44:27
Heres a VIDEO, small resolutin, very compressed though. Zippeded!
[attachmentid=9455]
hmm, am i the first person on SEN to upload a video?
Report, edit, etc...Posted by warhammer40000 on 2005-05-27 at 16:49:56
YAYA! ZIpp! Ill watch

ADDITION:
ROFL, thats awesome! That is so cool! Nice job! Where are you telling him to move to?
Report, edit, etc...Posted by Doodle77(MM) on 2005-05-27 at 17:03:12
Im telling it to move in a circle like this
. . . . . . . . . /
. . . . 5. .6 /
. 4 . . . . . /. 1
. . 3 . . . 2
Report, edit, etc...Posted by BSTRhino on 2005-05-27 at 23:47:29
I remember this error. It's so annoying!

I actually don't think that the fields for flingy.dat are named correctly, if we knew more about how exactly they work we would be able to change speeds more accurately. So if you want a research project, go along and test the flingy.dat fields and see how they really affect StarCraft...
Report, edit, etc...Posted by Doodle77(MM) on 2005-05-31 at 15:52:29
they seemed to work pretty much as the boxes said. i just put 20000 in speed and 100 in acceleration for the vulture. i was using Arsenal 3. i made more units have vulture sprites that moved at other speeds, they moved slower or faster, depending on the number.
the fields for the fiingy are sprite,speed,turn style acceleration,turn raidus,unknown and move control. we need to find out what turn style and unknown are.
Report, edit, etc...Posted by warhammer40000 on 2005-05-31 at 16:36:05
have you tried a marine or other unit?
Report, edit, etc...Posted by scwizard on 2005-05-31 at 17:19:30
Yup, tried a marine. Only works with a vulture so far for some reason.
Report, edit, etc...Posted by axblader on 2005-05-31 at 17:28:50
size?
Report, edit, etc...Posted by Tearshed on 2005-05-31 at 18:39:43
Heh I tried this with the scv its so awsome. What speed can a unit go up to before it spins?

5000 works but I think 15000 is too much.
Report, edit, etc...Posted by BSTRhino on 2005-06-01 at 20:05:26
It won'twork with the marine unless you change it's movement type to flingy, not iscript. The marine's movement is set to iscript in Blizzard's units.dat
Report, edit, etc...Posted by scwizard on 2005-06-01 at 21:15:54
What's the difference between flingy and Iscrpit.

(doodle77 probably would know, but he's not here at the moment, and you would probably give a better anwser).
Report, edit, etc...Posted by BSTRhino on 2005-06-01 at 21:33:29
Okay, let's get down to the basic graphics of StarCraft.

Everything that you can place on the terrain that is not part of the terrain tiles in StarCraft is called an image. An image in StarCraft doesn't mean what it means usually, an image refers to an animated graphic. To get more technical, an image is made up of frames in a GRP file bound together with an iscript to control how the frames are displayed.

For example, a yamato gun blast is an image. The trails left behind as a templar moves are all images. A wraith is an image, and its engine flare is also an image, separate from the main wraith, because it is animated separately.

The animation for each image is controlled by the iscript, that's what iscript does. It binds together the frames of a GRP and plays them in the right order.

Now, if you take a bunch of images, for example, a wraith, its shadow, and its engine flare, put them together, you have a sprite. You can have a sprite with just one image, like the missile trails do. Images cannot exist on their own, every image on the map has to be part of a sprite.

You'll be familiar with sprites from map making, they're the exact same concept. Certain kinds of sprites can move, and these are called flingies. A flingy is a sprite that can move around the map. These are your units, weapons and spells. Not every sprite is a flingy, the ones that cannot move are not flingies.

From this there is a pattern that you can find. A unit, weapon or spell graphic needs to move, and so it needs to be a flingy. A flingy must be made up of a sprite, which must be made up of at least one image, which must be made up of a GRP file and an iscript. They're all linked. If you look in the DAT files using Arsenal Zero you might see how each units.dat points to a flingy.dat entry, which points to a sprites.dat entry, which points to an images.dat entry, which points to an iscript.bin entry and a GRP file. And, iscript.bin can point to more sprites.dat and images.dat entries. It's all connected.

So in summary, a flingy is a sprite that moves, and an iscript controls how frames are displayed. They're quite different, but still related.
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