I tried to post a reply last night but was having problems with my computer because I just installed a new graphics card. Here's my reply retyped from scratch:
First I'll just state again that I don't provide step-by-step tutorials for modding techniques that are at an advanced level. That means, I won't start explaining how to change the animation type, how to add a file to the MPQ or anything that's really low-level like that. If you're looking to do an advanced effect, you should know how to do all of those already, and you'll learn them through practice. Some of the questions you are asking are at the advanced level, and so, if you can't understand the instructions I'm giving you here, you need to gain more experience with modding and see if you can make the effects once you have more experience.
QUOTE
1.Were is the Zealots attack command in Ice
This is a relatively easy question. It's the one that says "Play random sound between..." or something like that. It doesn't have the word "attack" in it at all. As you begin modding more, you'll notice that a lot of things disagree with the label they have been given. That's because everything we know about modding StarCraft had to be reverse-engineered, and so essentially everything has been a guess. Not every guess turns out right.
In IceCC, which came out later than ICE, this command is appropriately named attack1c.
QUOTE
2.How do I make units jump like the Dragoon in DoomDragoon?
The shvertpos command in IceCC or the similar shift vertical position command in ICE will set the vertical position of the current unit. Notice I said
set not
shift the vertical position. That's because, yet again, the command is labelled wrong. This time it is wrong in both ICE and IceCC.
Negative values will allow you to make the current image appear higher than it is usually. You need to think of how to use this command to set the vertical offset of a unit to make a unit jump. It's good practice, because this is a very simple effect, and so learning how to do this one will mean you will be able to go on to more complicated effects.
QUOTE(BroodKiller)
PM BSTRhino about this. I'll just tell you that this involves some complicated scripting, with setting the vertical position of the sprite and other funstuff.
BSTRhino gets one PM per week from a different person asking him to give them every single detail on how he created the Doom mods. Give him some slack by asking questions in public forums where other people can answer, so he doesn't have to spend hours answering people who he finds give up in the end anyway because they find modding too hard.
QUOTE
3.How do I give Units random attacks?
You neeeeeeed IceCC for this. The first reason for this is, creating jumps to new offsets in ICE will be hard, and as long as you're using ICE you might not notice how hard it really is. The second reason is, I don't know if ICE interprets the random jump command at all, I don't think the command was discovered when ICE was released.
The command in IceCC is
CODE
__1e_condjmp <jumpProbabilitity> <blockLabel>
When this command is encountered, the script will have <jumpProbability> chances out of 255 to jump to <blockLabel>. This allows you to make the code randomly choose between two different courses of action.
QUOTE
4.When I changed the Dragoons sprite to a scarab like the vulture in TerranDoom how come starcraft crashes when I try and build a dragoon?
There are about five different ways you could do this. Did you replace the GRP file, change it in units.dat, flingy.dat, sprites.dat or images.dat? Or did you just copy the whole units.dat entry for the scarab to the Dragoon? When you ask a question, what you're really doing is requesting someone else to spend their time answering your question, so make sure you also take the time to give all the details when you're asking the question.
Depending on how you did it the answer will be different. If you changed the GRP file, the most likely reason is the Dragoon has more frames than the scarab, so when frame 42 on the Dragoon is called, the game will crash because the scarab doesn't have a frame 42. If you changed the flingy, it will be because the scarab doesn't have a compatible iscript to be used as a normal unit, or it uses special commands that might crash the game because the scarab is not being used in its normal situation. An exercise for you would be to look at the scarab iscript, and then look at iscripts of other units and see what the difference is, and perhaps change the scarab iscript so that it more closely resembles that of working units.
QUOTE
5.How do I create my own attacks? Now thats simple to figure but wot I want to know is how, how do I do it?
The field of creating new attacks is very broad indeed, each one requires an entirely different approach and I wouldn't say for a second that creating any new attack is easy. You need to gain experience editing iscript to the point where you can think up your own ideas and own ways of achieving particular effects, because there are so many possible ideas and each effect will be different. Let me give you examples, from easiest to hardest.
- Making the Dragoon scatter bullets in Doom Dragoon was done with the Halo missile behaviour, line splash and iscript to fire multiple phase disruptors.
- The Marine's weapon in Terran Doom was made by setting the gauss rifle to normal hit and line splash, and then using 600 lines of trgtrangecondjmp and attkprojangle in the Marine's iscript.
- The Valkyrie's ground weapon in Terran Doom is the most complicated weapon created in both Terran Doom and Doom Dragoon, that was done by creating a new sprite/image/iscript which borrowed graphics from the corsair's neutron flare and then using a new flingy/sprite/image/iscript with line splash and the subterranean spines missile behaviour there was the new weapon.
- The Ultralisk special attack in Zerg Doom will be the most complicated weapon I've ever created, with 3500 lines of iscript (originally 6500) using playframno, shvertpos, __04 with some turning commands as well. It also is a very good example of that random __1e_condjmp command.
If you haven't noticed by now, each attack is done entirely differently. Entirely differently - there's just no one specific way to do it. The only way you're going to be able to create your own attacks is if you understand the concepts of modding. This is one of those things where, to get good at it, you need to learn to do it yourself, because if all you do is look for step-by-step tutorials from experienced modders you'll never be able to create your own ideas, you'll be limited to what other people who understand modding can tell you how to do. What I recommend you do is just play around with iscript, think of a few things in modding that you know how to do and a few things that you are able to learn, and combine them in a way to make a new attack. If you keep doing this your comfort zone will expand, and soon you won't need someone to tell you how to do an effect that you've thought of, because you will have had enough experience to work out all of that for yourself.
So there's a project for you. Think of an attack you want to do that's you partially know how to do, and partially need help to work out. Ask specifically how to do that one, and tell us what you can already work out for yourself.
QUOTE
7.How do I give units diffrent attacks for mellee and ranged?
I think someone already answered this, but yes, it's the trgtrangecondjmp command. Again, when you're doing a command like this, I highly recommend you use IceCC because this requires a jump to a separate code block. I know that you can use ICE, but I used ICE for two years and I didn't realise how much it was limiting me until I met IceCC.
CODE
trgtrangecondjmp <maxRange> <blockLabel>
This command will jump to <blockLabel> if the target is within <maxRange> pixels. You convert from Arsenal III weapon range units to pixels by multiplying by 16. For example, the Hydralisk has a range of 8 in weapons.dat, in pixels that is 8 * 16 = 128 pixels. Also, since I'm talking about range units, Blizzard quotes the Hydralisk's range to be 4 unupgraded. I'm sure you can see the pattern that Arsenal III has range values that are double those that Blizzard say on their website or in the StarCraft manual.
I see you asked for a step-by-step tutorial in the notes to your questions. The information I'm giving you is enough for you to work out everything, but you first need to play around with IceCC and get to understand things like, block labels before it will all become clear.
QUOTE
8.How would I give a Dark archon an attack.
Be more specific...
You need to give it an attack animation. I've already spent my morning typing up the rest of the post and so I don't have time to tell you how to do this. It's really simple though, try it yourself. You just need to make sure that the attack animation offset in the iscript header points to something useful.
QUOTE
9.How do I make my own units? Ive got a 3d program but how do I get the pics into sprites ready for use in ICE or sumet (which ever u change units actual sprites for ones uve made).
I think I've said it before in the StarCraft.org FAQ. Creating a completely new unit with new graphics, new weapons and new attacks is probably the test that determines whether you have mastered modding or not. If modding were a computer game with many levels, the first level would be the "putting a file into an MPQ" boss. The final level would be "creating a completely new unit". The reason for that is, if you want to create a new unit with new everything, you need to master every modding program in existence. You need to understand WinMPQ, Arsenal III, Arsenal Zero, you need to understand StarGraft and MemGraft, you need to understand iscript, you need to understand RetroGRP, you need to understand SCAIEdit III... there's everything in there. If modding were a computer game with many levels, "creating a new unit" would be a very good final level because it would require you to reuse all of the knowledge you gained from beating all of the previous levels.
So, in other words, beat all the previous levels before trying out the final level. I should say though, you don't need to know everything particular in-depth to be able to create a completely new unit, although you do need to know quite a bit. Like for example, there's no need for you to understand strange iscript commands like __04, __35_condjmp or __44 although they will make your unit cooler if you know how to use them.
--
So there were my answers. What I think you should do is try learning things in this order:
1. Do your multi-attack Zealot first as this is easiest.
2. Try either doing the random attack or the melee vs ranged attack. Both are of approximately equal difficulty. Use IceCC to learn them, because IceCC is a skill that will help you later on.
3. Give the Dark Archon an attack. Again, use IceCC, it's highly recommended for future development. What you can actually do to start off is copy the spellcasting animation of the Dark Archon and use that to create an attack animation by replacing the castspell command with an attack command. Link your new attack code block in the iscript header and compile that. Then try to think of three reasons why that worked (one reason might be, the new code block has an "attack" command in it which allows the unit to attack) and then try to do it again but do it on a unit that has neither a spellcasting animation or an attack animation, like the overlord. Look at iscripts of other units if things don't go how you plan, for example, the Dark Archon might have a bit of trouble doing a repeat attack unless you do some more editing by looking at other units.
4. Make a unit jump as part of its idle animation. You've already done the random attack, and so by now you should be able to incorporate that into the scheme of things. Note I said idle animation there, not attack animation, that's because it is easier.
5. Create your own attack. Make it really simple. Think of three things you know how to do well. For example, you know how to do a randomly choose between two courses of action in iscript, you know how to make a unit appear to jump, and you also know how to make a unit attack multiple times. Combine all of these together and have some fun. As you learn more tricks, combine new ideas with your old ones to make even more unique effects.
Keep practicing. I think you'll need a much more solid knowledge of modding before you can even think of changing the Dragoon into a scarab or create a new unit. But keep trying new things and combine them with what you already know and you'll learn modding in a fast and fun way.