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Staredit Network -> Modding Assistance -> IceCC Weapon Animations
Report, edit, etc...Posted by Forsaken on 2005-06-18 at 14:38:05
Well, now that I have figured out how to actually put the script in the right location... cough cough... I am kind of curious to see how some of the more difficult animations happen. Kind of like BSTRhino's mod where the zealot would randomly spin pr the dragoon did a melee attack. I have a general idea for the animation for the zealot, but, that's as far as it goes.

I am not really trying to make any unit do anything right now, I just would like someone to break it down for me. If possible.

If this makes no sense, tell me, and I"ll elaborate.
Report, edit, etc...Posted by StealthyDeath on 2005-06-18 at 14:56:11
It depends on how you want to do it.

If you want a spin action then you would use "turnccwise" or "turncwise".

Random actions can be done with "__1e_condjmp".

Within a certain attack range is done using "trgtrangecondjmp".
Report, edit, etc...Posted by Forsaken on 2005-06-18 at 15:08:41
Well, all I can come up with is the spinning or "jumping" animation. I.E. turncwise, turnccwise, shvertpos, etc... But, how would I go about casting the spell? If anyone can, could you post a basic script like that. That's all I need, then I could move onto more advanced scripts.
Report, edit, etc...Posted by StealthyDeath on 2005-06-18 at 15:29:39
Example:
CODE

# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sat Jun 18 12:05:38 2005
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 151 Zealot (protoss\zealot.grp)
.headerstart
IsId            163
Type            21
Init            ZealotInit
Death           ZealotDeath
GndAttkInit     ZealotGndAttkInit
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      ZealotGndAttkRpt
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   ZealotGndAttkToIdle
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         ZealotWalking
Other           ZealotOther
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       [NONE]
Landing         [NONE]
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       [NONE]
Unknown20       [NONE]
Unknown21       ZealotUnknown21
.headerend
# ----------------------------------------------------------------------------- #

ZealotInit:
imgul09         152 0 0 # ZealotShad (protoss\pzeShad.grp)
ZealotOther:
playfram        0x55 # frame set 5
goto            local00

local00:
wait            125
goto            local00

ZealotDeath:
playsnd         678 # Protoss\ZEALOT\PZeDth00.WAV
playframno      0
playfram        0xdd # frame set 13
wait            2
playfram        0xde # frame set 13
wait            2
playfram        0xdf # frame set 13
wait            2
playfram        0xe0 # frame set 13
wait            2
playfram        0xe1 # frame set 13
wait            2
playfram        0xe2 # frame set 13
wait            2
playfram        0xe3 # frame set 13
wait            2
end            

ZealotGndAttkInit:
playfram        0x00 # frame set 0
wait            1
ZealotGndAttkRpt:
__1e_condjmp 128 ClockwiseSpin
playsndrand     2 662 663 # Protoss\ZEALOT\pzeAtt00.WAV, Protoss\ZEALOT\pzeAtt01.WAV
playfram        0x11 # frame set 1
wait            1
nobrkcodestart  
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x44 # frame set 4
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
nobrkcodeend    
gotorepeatattk  
ignorerest      
ZealotGndAttkToIdle:
goto            ZealotOther

ClockwiseSpin:
__1e_condmp 128 CounterClockwise
wait            1
turncwise  2
wait            1
turncwise  3
wait            1
turncwise  3
wait            1
turncwise  3
wait            1
turncwise  3
wait            1
turncwise  3
useweapon 33 # EMP Shocwave.
wait            1
turncwise  3
wait            1
turncwise  3
wait            1
turncwise  3
wait            1
turncwise  3
wait            1
turncwise  3
wait 1
gotorepeatattk  
goto            ZealotOther

CounterClockwise:
wait            1
turnccwise 2
wait            1
turnccwise 3
wait            1
turnccwise 3
wait            1
turnccwise 3
wait            1
turnccwise 3
wait            1
turnccwise 3
useweapon 33 # EMP Shocwave.
wait            1
turnccwise 3
wait            1
turnccwise 3
wait            1
turnccwise 3
wait            1
turnccwise 3
wait            1
turnccwise 3
wait 1
gotorepeatattk  
goto            ZealotOther


ZealotWalking:
move            4
wait            1
playfram        0x55 # frame set 5
move            4
wait            1
playfram        0x66 # frame set 6
move            4
wait            1
playfram        0x77 # frame set 7
move            4
wait            1
playfram        0x88 # frame set 8
move            4
wait            1
playfram        0x99 # frame set 9
move            4
wait            1
playfram        0xaa # frame set 10
move            4
wait            1
playfram        0xbb # frame set 11
move            4
wait            1
playfram        0xcc # frame set 12
goto            ZealotWalking

ZealotUnknown21:
imgol08         154 0 0 # ZealotWarpFlash (protoss\zealot.grp)
goto            local00
Report, edit, etc...Posted by scwizard on 2005-06-18 at 15:42:33
The key there is the "useweapon 33 # EMP Shocwave."
It would really help jake out if you were to highlight that particular area in a different color or something.

ADDITION:
Read the maneul that comes with IceCC and you won't have to post nearly as much in the modding assistance forum.
Report, edit, etc...Posted by BSTRhino on 2005-06-18 at 19:58:17
QUOTE
The key there is the "useweapon 33 # EMP Shocwave."

Yes, if your intention is to cast a spell, you would use that line. But the Zealot in Doom Dragoon didn't use the shockwave as a weapon, otherwise the shockwave would appear on the target and not on the Zealot, and that wouldn't make the Zealot look cool. It was done with an image overlay in this case, and so it's merely graphics, it has no spell added to it.
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