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Staredit Network -> Modding Assistance -> A little help for a newbie...
Report, edit, etc...Posted by DaarkDoom on 2005-06-23 at 13:53:49
Hi!I need some help with modding!I`m a begginer, so I don't know much about mods...
I have a few questions:
1 Why,when I make a mod ,and launch sc with my mod, cs crashes...
(A have made SVC nuke when attacking)
2 And How can I make Hydralisk Shoot "lock down" every 10 sec when attacking
3 And is it possible to make a unit in RPG gain attack speed every level?
Report, edit, etc...Posted by scwizard on 2005-06-23 at 15:19:21
1. Becuase your doing it wrong. Nukes don't work that way.
2. Iscript editing, if you learn how to do it I'll get back to you on the specifics.
3. I think it used to be with ASM editing stuff. (I'm a bit fuzzy on that). But patches made that obsolete a while ago. Maybe when (or if) automodder comes it you will be able to do it with the wierd memory stuff it's supposed to be able to do. But for now, I'ld just have each level of the hero be a different unit (SCEx will be coming out soon, and will allow you to exstend the units.dat file, so after that happens, you don't have to worry about using excessive amounts of units).

Try starting with something simpler, such as making it so marines shoot lazers. Once you understand .dat editing, you can start memory patching and iscripting.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-23 at 16:13:30
1. Nuke how so? When does SC crash?
2. I don't think it's possible to make a Hydralisk use lockdown every 10 seconds during the course of its attack. You can, however, make it attack with lockdown instead of a normal attack, or have it use lockdown in addition to its normal attack.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-23 at 19:01:30
2. You can do this by inserting a useweapon command in the Hydra's iscript. However, this is a slightly difficult task, and I'd reccomend getting familiar with the rest of SC modding first.
Report, edit, etc...Posted by DaarkDoom on 2005-06-24 at 06:27:25
QUOTE(DT_Battlekruser @ Jun 23 2005, 02:13 PM)
1. Nuke how so?  When does SC crash?

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When I choose a map, start playing it and when it starts, sc crashes...couldn't not load units.dat....


M.r.bob(MM) ,so if I use 100 levels ,then I must make 100 units ...and if I use 10 heroes?I don't think its possible to make that...

And what is that ASM editor you where talking about?Where can I get it?
So is it possible to make units gain attack speed every level?
Or can I just make more units?

And I have a few more questions about modding:
1 Is it possible to make units in sc look like units in wc?
2 Or can I make Battlecruiser look like marine or something?
3 Can I do it with buildings too?Look like Units and move,attack?
4 And can I make units look bigger?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-24 at 07:06:27
QUOTE(DaarkDoom @ Jun 24 2005, 04:27 AM)
1 Is it possible to make units in sc look like units in wc?
2 Or can I make Battlecruiser look like marine or something?
3 Can I do it with buildings too?Look like Units and move,attack?
4 And can I make units look bigger?
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1. Yes, if you create GRPs of what you want the unit to look like. (Each unit is a collection of frames. Ships have 17 frames (usually), while units like infantry have around 227 frames.) You'd then complie the frames into a GRP file using RetroGRP.

2. Yes. Open Arsenal III and select the Terran Battlecruiser. In the graphics tab it will say something like Sprite. Switch Terran Battlecruiser to Terran Marine.

3. Yes, but this requires alot of work. (Buildings need their iscripts replaced and move/attack actions added to them via MemGraft.) I'd stay away from this if you can.

4. Yes, if you edit their graphics in RetroGRP. Or there is a unit resizer program out there somewhere (try www.campaigncreations.org).
Report, edit, etc...Posted by scwizard on 2005-06-24 at 09:46:48
Your not going to make 100 levels. If you did you'ld start hitting some kind of cooldown time limit. I don't think that the cooldown time is a floating point like in warcraft 3.
Forexample a BC's lazer as a cooldown of 30. If you want to subtract 1 from it each level, then the very most you could have would be 29 levels (and cooldown times of 1 are glitch, and it would be unbablenced, so 10 would be far more realistic). You can use 10 or so units to make different levels, so it's not that bad. Especially once SCEx comes out (again).

Forget about the ASM thing. I don't know anything about it other then it is obsolete becuase it only works with 1.07 and is really difficult to use. Ask Rhino.

ADDITION:
"1 Is it possible to make units in sc look like units in wc?"
laugh.gif Isn't that the whole point of playing SC instead of warcraft III, so that your units don't look like warcraft III units?
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-24 at 12:39:09
QUOTE
When I choose a map, start playing it and when it starts, sc crashes...couldn't not load units.dat....


Are you trying to give it the button to nuke, or make its attack the Nuclear Strike?

4. There are two different ways of this. You can make the unit size bigger, which means te pathing (where units have to walk around) acts as if the unit were bigger, and you can enlarge the sprite for the unit, which will make it seem bigger, but it actually won't be.
Report, edit, etc...Posted by BSTRhino on 2005-06-24 at 18:34:59
Post #1
1. There are all kinds of reasons why your mod might be crashing, but "Could not load units.dat" is one which cannot be caused by the typical programs new modders use, no matter how much you mess around with them. Are you using StarCraft 1.12b, with MPQDraft and Arsenal III?
2. Hmmm... the 10 second delay between lockdowns might be a difficulty, I can think it might be possible but StarCraft has crashed in the past for my attack animations being too long (like, over 10 seconds). That's why now I usually use random chance special attacks.
3. Yeah, like m.r.bob said, ASM is broken for 1.12b and so generally there is no point exploring it at present. It's a shame, because using ASM you wouldn't have to create 100 units, you could just use the same one and change its cooldown, as long as there's only one of those units on the map.

Post #5
Looks like everyone else has answered these questions perfectly so I don't really have anything to add that wouldn't be giving you too much information.
Report, edit, etc...Posted by DaarkDoom on 2005-06-25 at 02:53:19
QUOTE(m.r.bob(MM) @ Jun 24 2005, 07:46 AM)

Forexample a BC's lazer as a cooldown of 30. If you want to subtract 1 from it each level, then the very most you could have would be 29 levels (and cooldown times of 1 are glitch, and it would be unbablenced, so 10 would be far more realistic). You can use 10 or so units to make different levels, so it's not that bad. Especially once SCEx comes out (again).

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And how can I subtract cooldown every level?


ADDITION:
QUOTE(BSTRhino @ Jun 24 2005, 04:34 PM)
Post #1
1. There are all kinds of reasons why your mod might be crashing, but "Could not load units.dat" is one which cannot be caused by the typical programs new modders use, no matter how much you mess around with them. Are you using StarCraft 1.12b, with MPQDraft and Arsenal III?

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Yeah ,I`m using Arsenal III and MPQDraft in SC BW 1.12b...
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-25 at 02:57:20
QUOTE
And how can I subtract cooldown every level?
He's saying that for each new unit you can make for the level system, you have to take an integer value of cooldown, so you won't be having 100 levels.
Report, edit, etc...Posted by DaarkDoom on 2005-06-25 at 04:10:02
QUOTE(DT_Battlekruser @ Jun 25 2005, 12:57 AM)
He's saying that for each new unit you can make for the level system, you have to take an integer value of cooldown, so you won't be having 100 levels.
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Ok,and if I have 10 levels,and 10 heroes,then I must make 10x10=100 units?
Is it possible?
U see ,I will have to take at least 10 kinds of units for enemy force....

And if I make units buildings,I saw this possibility in Arsenal III, will they move?

Report, edit, etc...Posted by DT_Battlekruser on 2005-06-25 at 13:04:48
Yes, but you will have to overwrite some existing units to make 100 new ones, since you can't create new custom units.

The building checkbox in Arsenal III is only for game property interaction. All checking 'building' will do is make it targeted as a building in spells. If you want to make a unit immoble, you need to take away its 'move' button using MemGraft.
Report, edit, etc...Posted by Tearshed on 2005-06-25 at 23:47:01
Hey BST how would you make random attacks like the grenade for the marine in terran doom for example?
Report, edit, etc...Posted by DaarkDoom on 2005-06-26 at 11:32:08
QUOTE(DT_Battlekruser @ Jun 25 2005, 11:04 AM)

The building checkbox in Arsenal III is only for game property interaction.  All checking 'building' will do is make it targeted as a building in spells.  If you want to make a unit immoble, you need to take away its 'move' button using MemGraft.

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Is there any tutorials on that?

I`ve downloaded "Doom Dragoon" mod...
How can I make:
Zealot Attack a lot more aggressively,that it would had an idle animation and a stunning spinning shockwave attack that occurs at random.

That Dragoon would attack with multiple scattered phase disruptor shots, and if it would attack an enemy at melee range, it would do a jump attack.

That Dark Templar would launch a bouncing semi-transparent energy ball, and at random the Dark Templar would do its Psionic Vortex attack, which would send a swirl of energy forward to damage everything in its path.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-26 at 12:19:12
I would imagine you would use the equivalent of a random() statement in the attack animation, but I don't know what the syntax for that would be.
Report, edit, etc...Posted by DaarkDoom on 2005-06-27 at 01:49:39
But how can I make that? ermm.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-27 at 02:16:52
That task requires relatively advanced iscripting skills.
I would also suggest you learn to use- and use- IceCC for it.
However, the most conveniant instructions I can find would be in this thread:
http://www.staredit.net/index.php?showtopic=16742
It's about range-based attacks, but it's quite similar to random-attacks, I would think, unless that requires a completely different process than seems obvious.

Note that the posts you should be looking for are BSTRhinos'.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-27 at 02:27:59
We should make an ICECC syntax dictionary.
Report, edit, etc...Posted by Tearshed on 2005-06-29 at 20:08:09
Yeah. Thats a pretty damn good idea DT.
Report, edit, etc...Posted by BSTRhino on 2005-06-29 at 21:33:08
I have a dictionary of every iscript command I've managed to understand, it used to be on StarCraft.org. I'll have to upload it one day.

Honestly, I should just make an FAQ on "How the effects in Doom Dragoon" were made because I think I get asked that question every week...
Report, edit, etc...Posted by DaarkDoom on 2005-06-30 at 02:37:57
I didnt find anything in starcraft.org...
Report, edit, etc...Posted by BSTRhino on 2005-06-30 at 02:50:28
Well, yes and no. Although a lot of that is done with IceCC, to be able to some of the effects I also used Arsenal III and Arsenal Zero, with a bit of ICE.

Zealot
Attacking more aggressively and Idle animation - IceCC only
Shockwave - IceCC, but I used ICE and Arsenal Zero to locate the shockwave image. Don't really need ICE, but it's helpful.

Dragoon
Multiple scattered shots - Arsenal III and IceCC (You can probably do this effect, it's real easy)
Secondary melee attack - IceCC does the melee attack part, Arsenal III and Arsenal Zero were used to create the actual transparent attack energy thingy.

Dark Templar
Bouncing semi-transparent ball - Mainly Arsenal Zero with some work with IceCC to enable the attack and Arsenal III to set its damage.
Random psionic vortex - Arsenal Zero and IceCC to create the effect, Arsenal III to give it damage and I also used Microsoft Excel to do calculations for points on a circle

The reason I haven't explained exactly how to do it is because I'm a bit like Tuxedo-Templar, I like to teach people and share my knowledge with others so that they can become good modders too, but I don't encourage people to copy effects in my mods, especially if they are not yet at the skill level to create the effects themselves. So, I won't provide step-by-step, type this, click that tutorials on how to do each effect, but I am able to describe the effects so that someone at the right level can fill in the blanks. There's a whole world of modding, there are so many different mods you could make and skills you can learn, just don't try to conquer it all in a week.

However, I think you can learn how to do the scattered phase disruptor shot effect, that one's quite easy. There is a tutorial here, which was actually written by me but is in the tutorials database under ChauSara: http://www.staredit.net/index.php?tutorial=202

When I wrote that it was very much a step-by-step thing, I don't explain anything in it, which is a bit of a shame. I should rewrite it one day. If you look at it at a higher level, without focusing too much on the details of the interface, it has a few major points to it:

-The Dragoon's weapon missile behaviour is changed to Halo, which is exactly what the Valkyrie has it set to. That creates the scattering behaviour of the missiles.
-Arsenal III is used to give the phase disruptor splash damage, so that the weapon does damage in the area where it hits. The standard normal damage type just makes the weapon damage its target, even if it misses completely. A good example of this is the Wraith's Gemini Missiles miss mutalisks when they fly past, but the mutalisks are still damaged as if the missiles hit them head on. Try this out if you feel like it.
-ICE is used to make it so that five of these bullets are fired on each attack, instead of just one. Combined with the other effects, this creates the multiple scattered bullet effect.


Edit: heh, I typed all that up and you edited your question out. The encyclopedia thingy isn't on StarCraft.org now, but it used to be before we changed servers.
Report, edit, etc...Posted by DaarkDoom on 2005-06-30 at 11:10:10
QUOTE(BSTRhino @ Jun 30 2005, 12:50 AM)
Edit: heh, I typed all that up and you edited your question out. The encyclopedia thingy isn't on StarCraft.org now, but it used to be before we changed servers.
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I`ve edited my post because of spell mistake

ADDITION:
Ou yea,thanks for help biggrin.gif
Report, edit, etc...Posted by Forsaken on 2005-06-30 at 11:43:17
Excuse me if I have mistaken. But, isn't the dictionary of all the commands for IceCC inside the .pdf manual that came in the folder? If it's not, then I shall do this --> bag.gif!
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