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Staredit Network -> Modding Assistance -> Yamato gun question [SOLVED]
Report, edit, etc...Posted by Dark_Prophet on 2005-11-16 at 11:33:13
well i have been messing around with modding the weapons of things and i made a zealot that had a yamato gun for a ground weapon i was wondering if there was a way to make it so it actually looked like a yamato gun insted of them just atacking normally??
Report, edit, etc...Posted by BroodKiller on 2005-11-16 at 13:37:06
Primo - the Zealot's "attack" is nothing but an animation. The very 'weapon' it uses does not show at all. In order to remove the Zealot's attack animation you need to edit its Iscript.bin entry.
Secundo - Yamato gun is just a sprite, although a spell-related one. You may play with the Explosion and Spell properties of weapons.dat to find out if it fits you.
Report, edit, etc...Posted by TerminaterCE on 2005-11-16 at 21:16:21
Ya, If You Want It To Look Like It's Creating The Yamato Like The BattleCruiser You'll Have To Edit Iscript.bin Using Ice Or IceCC.
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-16 at 22:16:52
Uhh, no. Change the weapons.dat properties to a missile and use the missile sprite "Yamato Gun". No need for iscript editing.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-16 at 22:27:47
I think he means he wants the Zealot to do the charging animation of the Battlecruiser instead of slashing it's blades for the attack animation. unsure.gif

Could you please clarify?
Report, edit, etc...Posted by Dark_Prophet on 2005-11-17 at 11:35:26
yes i can cleerify im just trying to get the yamato to shoot out not make it look like its charging
Report, edit, etc...Posted by Rikimbo on 2005-11-20 at 22:06:21
Ah, I see what you mean. I did what you probably did which was change the zealot's weapon to Yamato Gun to see what it looks like. I'll fix it in a little while and get back to you with what you have to do, so just sit tight.
Report, edit, etc...Posted by Dark_Prophet on 2005-11-21 at 10:32:50
ok cool cool smoke.gif
Report, edit, etc...Posted by Rikimbo on 2005-11-21 at 19:11:17
Ok, sorry for the delay, I had classes to attend. wink.gif

Attached is a working version of a zealot that shoots Yamato gun (quite funny looking, actually happy.gif)

So, the person who said that you had to make modifications to the iscript.bin was indeed right. No changes have to be made to the weapons.dat, and no additional changes besides setting the zealot's weapon to Yamato Gun have to be done to units.dat.

Changes to be made to iscript.bin (I used IceCC for this... decompiled and then recompiled):
Remove the (two) attack1c commands (or comment it out), since that command appears only to work with melee attacks... although I could be wrong for the general case, it is the case here.
Add an attack26 command where the first attack1c command was. (only one is needed, since the Yamato is a single shot attack)
Change the AirAttkInit, AirAttkRpt, and AirAttkToIdle entries to match the ground attack ones. (if you want the zealot to be able to attack air without crashing the game.)

I've attached an mpq with the changed scripts\iscript.bin and arr\units.dat, which can be loaded using MPQDraft. Now there's a unit with POWER! cool1.gif
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