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Staredit Network -> Modding Assistance -> Starcraft Crashing
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-07 at 02:29:14
Why does it crash?? It does this when i run it.
Report, edit, etc...Posted by BSTRhino on 2005-06-07 at 07:36:04
You're talking about your Sha[D]e, aren't you? I took a look at the mod and I found one thing that might be causing the problem. Carriers can't attack with regular weapons unless you edit scripts\iscript.bin so that they can attack. But in that case, the game should only crash when the carriers attack, the game should still load if they have nothing to attack.
Report, edit, etc...Posted by www.com.au on 2005-06-07 at 07:41:56
Rhino your so smart smile.gif
Report, edit, etc...Posted by Slyence on 2005-06-07 at 08:46:21
QUOTE(Kept_Wheat @ Jun 7 2005, 01:29 AM)
Why does it crash?? It does this when i run it.
[right][snapback]228587[/snapback][/right]


Please post the MOD that you are having problems with, And I will take a look at it.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-07 at 19:00:56
I see they attack right at start in that map. That must be a proble. Now how do i make it so they can attack. I only know .dat files.
Report, edit, etc...Posted by BSTRhino on 2005-06-08 at 20:18:32
Well, hmmm... it's a bit long to explain, and it is actually just like adding a spellcasting animation except you're creating ground attack and air attack animations. Try reading over the tutorial I wrote for that, it teaches you a lot of the concepts about animations in IceCC, and by the time you're finished you should have a good idea on what to do, even if you don't know the exact steps: http://www.staredit.net/index.php?showtopi...ndpost&p=228386

Essentially here's the overview of what to do:
1. Extract the code for the Gantrithor using IceCC.
2. Write the code for an attack animation. Make sure it has the usual fixtures of attack26, gotorepeatattk, goto <idle animation> and a block label.
3. Change the iscript header so that it points to your new attack animation's block label.
4. Recompile your iscript using IceCC, and add it as scripts\iscript.bin in your mod.
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