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.
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".
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.
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
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.
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.