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Staredit Network -> Modding Assistance -> Baddass Unit
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-02 at 02:12:17
How do i increase the amount of interceptors that the unit has and how do i give the unit spells? Also How do I give it more attack turrents and stuff like that. Im doing a carrier type unit that looks like an obs but im not sure what to do to make it better.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 02:23:55
Conflict of interest. Help will be given after the deadly unit contest wink.gif

I'll say this: you can't change the #of interceptors, only turn off the limit and creation so that the carrier as an infinite amount of interceptors and you don't have to build them.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-06-02 at 14:36:27
That is kind of stupid not being able to help people because of the contest...
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 18:51:21
Being an entrant in the contest, I'm not inclined to help people beat me tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-02 at 18:53:12
Thats gay im not even really in the contest im making a map called adventures of the bad ass unit. Im having it so theres 4 units and you fight with them(Adventure Style) I need to make it so the unit starts with like 50 interceptors(weak). The name of the adventure is bad ass unit like G-Unit. and the name of the unit is Deadly Sha[D]e. Also how do you change the name of the unit without having to do it in the editor. I think u use TBLPad or something but i dont want to get the string thing that has them all there. Could somebody extract it and post it Also please help. This is dumb sad.gif*cries*.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 18:54:25
How to use TBLPad is in the pinned Modding Tutorial.

And "I'll say this: you can't change the #of interceptors, only turn off the limit and creation so that the carrier as an infinite amount of interceptors and you don't have to build them."
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-02 at 19:19:49
QUOTE(DT_Battlekruser @ Jun 2 2005, 03:54 PM)
How to use TBLPad is in the pinned Modding Tutorial.

And "I'll say this: you can't change the #of interceptors, only turn off the limit and creation so that the carrier as an infinite amount of interceptors and you don't have to build them."

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Turn off limit? Whats that mean
Creation?
I want them to start with them. I dont get the post.

I want to have as many interceptors per this unit as possible.(tell me how) I want to start with them and autmatically rebuild if possible(tell me how). And I want them to go as far as a normal carrier(tell me how) thats all I want.
Report, edit, etc...Posted by BSTRhino on 2005-06-02 at 21:29:45
Although you can do all sorts of crazy things, you can never exceed the interceptor limit of 8.

I don't know of a way to make interceptors automatically rebuild. You can experiment with the AI/Orders tab and see what you get if you're interested in getting this to work, but I'm not sure if it's possible.

QUOTE
And I want them to go as far as a normal carrier

Not sure what you mean here, but you can change the range at which interceptors fly from the carrier by changing the subunit range on the miscellaneous tab in Arsenal III.

QUOTE
how do i give the unit spells? Also How do I give it more attack turrents and stuff like that.

Spells - using StarGraft you can add buttons and change requirements for this. There might be a tutorial for this somewhere, check the tutorials database or FAQ, or search the forums, because almost everyone who uses StarGraft uses it for this purpose.

If you're talking about new spells, you need to describe exactly what the spell will do before I can tell you if it's possible.

Turrets - This is done by changing the subunit values in Arsenal III and editing a LO? file. I would recommend editing an existing unit with a turret if you're doing this for the first time, but it really is your choice.
Report, edit, etc...Posted by Shadow on 2005-06-02 at 21:54:54
So, in order to have a marine be able to cast Psi Storm, Plague, Maelstrom etc... I use StarGraft and/or MemGraft? I think I know how to do it. But, I have a question kind of similar to the topic.

Is it possible to have like 12 different marines where they all have differnent spells? Like marine "bill" has Psi storm, marine "ted" has plague, and marine "joe" has maelstrom? If that is possible how do I do it? Also, in Arsenal III if I were to have several different charcter's of the same unit how do I edit its weapon's animation for the other marines besides one?
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 22:28:18
Yes, but as you can't add units, you'd have to replace some of the other units with your 12 marines.
Report, edit, etc...Posted by BSTRhino on 2005-06-03 at 06:34:04
Yes, what DT_Battlekruser said there is right, but there are always unused unit IDs lying around and other redundant things you can use. I'm sure you could replace all the Terran heroes or something if you wanted. It doesn't matter what unit you replace, you can even make buildings or powerups into marines if you want.

I think that you could achieve what you want in three parts:
1. In Arsenal III, go to the marine and select Edit > Copy, then go to each of the units you're going to replace in turn and go Edit > Paste on them. You'll get indentical copies of marines. If you really want to do this correctly, it might be better to do this in Arsenal Zero, because I wouldn't trust Arsenal III to edit every field in units.dat properly, although the job that it does might be satisfactory.
2. In IceCC or perhaps ICE, give the marine a spellcasting animation. You will only need to do this once, because all of the different marine units share the same flingy (moveable sprite graphic.) Look at other spellcasting animations of other units, like the high templar or ghost, if you need to work out how to write one.
3. In StarGraft, create a new button group for each of your new units. Your first button group might have maelstrom, while the next might have plague, and so on. Fix up your requirements so all the units can cast the spells you have given them. Then under the units tab you can assign the button groups you created to each of your marine units.

Once you've done those three parts, put them all together into one mod and test it out! You might need to apply the mod to the campaign editor so you can preplace your units, or you could just add buttons to build them in StarGraft.

That's the general idea, it's not a step-by-step tutorial, but where would be the fun in modding if you never had to work anything out? It might take a bit of understanding about unit IDs and things to get it to work, so if you have any questions, there are a lot of good modders around here who might have the answer, and I'll try to answer your questions too.
Report, edit, etc...Posted by 007Torrasque on 2005-06-03 at 09:11:23
BSTRhino, what happened to the tutorial on SC.org on how to add buttons in stargraft?I might still have it somewheres...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-03 at 19:28:48
How do you change the speed of a unit to the fastest possible??
Report, edit, etc...Posted by BSTRhino on 2005-06-03 at 19:44:58
There isn't a definitive answer for that, but there is an answer on how to make a unit faster. As with many things in modding, there are multiple ways to do this, I'll give you the one that will be most likely to give you results you will be satisfied with while being easy to do.

If you want to increase the speed of your carrier, it's really simple.
1. In Arsenal III, go to the flingy editor. Here's some modding knowledge for fun: A flingy is a sprite that has the ability to move around the map.
2. Scroll down the list until you find "Carrier"
3. Play around with the speed, acceleration and other settings, or copy them from another fast unit like the vulture. Generally if you increase the numbers you'll get a faster unit.

There you go, now make your mod with arr\flingy.dat saved as part of your MPQ.

The other method that you could use would be iscript. it's not guaranteed to give you the fastest unit, from experience I expect that flingy.dat is the way to get the fastest possible unit, but it you can get a very fast unit using iscript that does not take any time to accelerate. It will take a little more learning if you've never edited iscript before, but using ICE or IceCC isn't hard and it's worth learning, so tell me if you feel like heading down that path, I can give you pointers on what to do.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-04 at 00:59:20
Gosh i perfer wc3 over this. You can edit virtually every part of the map without a mod. : ( and you have an infinite # of units so you dont have to worry about replacing the unit and crap sad.gif. Meh.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-04 at 01:36:28
Though I have it and play it, Warcraft III just isn't Starcraft... Somehow.. it just isn't.
Report, edit, etc...Posted by Slyence on 2005-06-04 at 19:27:20
QUOTE(Kept_Wheat @ Jun 3 2005, 11:59 PM)
Gosh i perfer wc3 over this. You can edit virtually every part of the map without a mod. : ( and you have an infinite # of units so you dont have to worry about replacing the unit and crap sad.gif. Meh.
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Then play WC3. And keep us modders away from it.

No wounder we only mod starcraft. Maybe because it's basically the only thing we can mod.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-04 at 22:29:10
Actually no. People mod wc3 all the time. www.wc3campaigns.com(this site but bigger and for wc3) They have a lot of mods there. PR(SC 4 WC3) included.
Report, edit, etc...Posted by Slyence on 2005-06-06 at 11:11:11
QUOTE
Maybe because it's basically the only thing we can mod.
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