Staredit Network

Staredit Network -> SEN-MOD Team Forum -> Things We Can/Can't Do
Report, edit, etc...Posted by DiscipleOfAdun on 2005-11-18 at 20:01:27
I think we need a place where we can list all the things we can/can't do with the current modding tools. I know of the following(Most of the cannot do list is hardcoded, and can be overcome with memory editing/hex editing the exe. Those will have a red Hardcode tag next to them. In a while, my program will move some of those to the Can list)

GREEN = New Items, RED = Hardcode Tag - May be overcome by hex editing the exe.
UPDATED Thurs. Dec 08, 2005 - DOA ADDED THE HOW LIST

CAN NOT LIST - Object is to prove some of these wrong...
Cannot edit upgrades, except the Armor/Attack.Hardcode
Cannot allow other units to use Cloak action.Hardcode
Cannot allow other units to use Archon Merge/Dark Archon Meld actions.Hardcode
Cannot allow other units to use Siege Mode aciton.
Cannot change Repair targets.Hardcode
Cannot add more .dat entires.
Cannot use Unit Morph command for any Unit ID except the Mutalisk, Hydralisk, and Larva.Hardcode
Cannot give Build Unit command to any Zerg Building except Infested Command Center?(Untested, assumed from 1.13[c]d patch)Hardcode
Cannot infest any unit except the Command Center.Hardcode
Cannot change the number of Scarabs, Interceptors, or Spider Mines.Hardcode
Cannot allow a Permanantly Cloaked unit to regain energy.Hardcode(Not so sure about this, it might not be true.)
Cannot change Iscript animation for Actions(Sorry Voyager, not yet) Hardcode
Editing the Spawn Broodling ID/amount created Hardcode
Cannot piss Moose off Hardcode


CAN LIST - Let's get some interesting things here...
Can move where an addon sits relative to the parent structure.
Can make a building so that any other unit can pass over it.
Can change what ID the Command Center becomes after being Infested.
Can change what Iscript animation some spells use.
Can change the target of some spells.
Can code random damage amounts with weapons/iscript.
Can force multiple types of units to be selected before casting a spell(credit to Voyager for this one)
Can create a building/unit hybrid for Terran, that can land/liftoff and attack/cast spells and etc.
Can create a random self-destruct chance, using iscript.
Can create a new weapon for an Uber-Cool Ion Cannon...
Make a CASM action that instantly changes the ID of a unit, with graphic changes.
Make a CASM action that forces a unit to cast a spell on itself. I did Irradiate. This action includes making it play the overlay(main part of this).
Make a CASM action that calls an Iscript animation

ANYTHING ELSE THAT HAS BEEN PROVEN/IS NORMAL MODDING...AND THAT"S QUITE A BIT


HOW TO LIST - Just incase you don't know...
Addon Position - Units.dat. You won't find it right nomally. I've got an updated units.dat format file for AZ that I've attached. It's in there.
Building Collision Data - Units.dat. It's also set up in updated file.
Infestation ID - Units.dat. Either the overlay in A3, or find it in the updated format.
Iscript animation of Spells - Orders.dat. Type variable in A3.
Targeting of Spells - Orders.dat and Weapons.dat. Orders.dat Unk 1 must be set, then the Targeting Flags in Weapons.dat are all valid, being:
Air(0x0001) - Targets air
Ground(0x0002) - Targets ground
0x0004 - targets organic units
0x0008 - targets mechanical units
0x0010 - disables buildings from being targeted
0x0020 - disables robotic units from being targeted
0x0040 - targets terrain
0x0080 - must have either the organic or mechanical flag enabled to be targeted
0x0100 - only owned unit
Random Iscript/Weapons damage - Iscript.bin and Weapons.dat. Add extra weapons and call through random jumps in the attack animation.
Make Multiple Unit Selected for spells - Memgraft. Use the cloak group to force multiple.
Hybrid Building - Most tools. See Fusioned Tutorial on the Colossus, Stormcoast Fortress has it.
Iscript Random destruct - Same as Weapon damage, weapon is suicide/or a death animation.
ALL CASM - Call internal code with proper variables.


There, a little explanation. The weapons targeting might be of some use...
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-18 at 22:37:21
Can we change the iscipt other actions use? Like Morphing, for example.
Report, edit, etc...Posted by Dr.Shotgun on 2005-11-19 at 10:24:40
Some of these will be changed, right? I hear you're updating SCEX.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-11-19 at 17:03:06
StarEx can't change all the memory needed for new images.dat entires, which screws up the entire process. When either I or pizuscag finished either program we are working on, most of the nots will become cans. I'm still working on mine because, even though it sounds like he's going to get it done and working, I still like to have a fallback.
Report, edit, etc...Posted by Centreri on 2005-11-26 at 16:39:53
The list depresses me. I look, and I notice how little we can do sad.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2005-11-26 at 17:59:23
Fear not, for the Can list shall grow. When I get new stuff, I update. See the green?
Report, edit, etc...Posted by Centreri on 2005-11-26 at 18:39:51
Now I do. Thanks for adding that stuff. Much nicer list biggrin.gif
I like the last 2 on the can-do list tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-08 at 09:54:39
Added a whole new list. smile.gif
Report, edit, etc...Posted by scwizard on 2005-12-10 at 19:45:30
Speaking of programs, isn't heimindal supposed to be writing a secret project.
I'm still waiting for it, along with RUSH and Clokr_'s project.

ADDITION:
QUOTE
Make a CASM action that instantly changes the ID of a unit, with graphic changes.
Make a CASM action that forces a unit to cast a spell on itself. I did Irradiate. This action includes making it play the overlay(main part of this).
Make a CASM action that calls an Iscript animation
What's CASM? plz scuse my obliviousness.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-10 at 20:27:11
Oh, we can cast spells on ourselves now?

Excellent... devil.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2005-12-10 at 21:58:54
Cannot piss Moose off? tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-11 at 16:39:49
Since when does Moose post yeah here.
Report, edit, etc...Posted by Dr.Shotgun on 2005-12-12 at 07:33:11
Can we give morphs to other units? I.E, can we make a zergling morphed unit?
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-12 at 11:04:56
QUOTE(m.r.bob @ Dec 10 2005, 06:45 PM)
Speaking of programs, isn't heimindal supposed to be writing a secret project.
I'm still waiting for it, along with RUSH and Clokr_'s project.

ADDITION:
What's CASM? plz scuse my obliviousness.
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CASM = Custom Assembly. Assmebly is the interpretation of the hex machine code that a computer executes. There isn't any lower language. The process of writing new requirements and actions allows the writer to modify memory, force calls upon routines that it wouldn't normally call, and other stuff. Its basically forcing SC to run your code instead of its code. It's the single most difficult part of modding, hands down. But, it is also the most powerful.

QUOTE(Voyager7456(MM) @ Dec 10 2005, 07:27 PM)
Oh, we can cast spells on ourselves now?

Excellent... devil.gif
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Not every spell. Mainly, the spells that have timers. The process is(in pseudo code):

Set the Timer in the unit structure.
Force the game to call the overlay routine, placing the overlay on top of the unit.

Some other spells, like Heal/Recharge Shields, can be emulated for self casting.

QUOTE(Dr.Shotgun @ Dec 12 2005, 06:33 AM)
Can we give morphs to other units? I.E, can we make a zergling morphed unit?
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I'm not so sure. The only way I can see it is rewriting the unit ID check for the morph unit action. There's plenty of room to force it to call a new CASM routine that returns the ID of the morph stage(which is what Blizz patched in 1.13a). It might work...but there's no way to add the code w/ memgraft. If/When I get on StarFire, I'm going to add that.
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