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Staredit Network -> Modding Assistance -> A Few Questions
Report, edit, etc...Posted by Centreri on 2005-11-22 at 15:49:18
1) I tried to make it so that when the marine attacks, it has a 5 or so % chance of using another weapon instead, to use a 'critical hit'. How?

2) I tried editing the speed of corsair movement, which in animation script is shown as 'walking'. When I opened it originally, it showed 'move unit '0' spaces in the direction' or something like that, and I increased it by 5.
The speed didn't seem to change, and why was it '0'?

I used ICE.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-22 at 17:16:22
1) To get a random attack, insert a __1e_condjmp command. Example:

CODE
__1e_condjmp  13 MarineGrenadeThrow


13 is the number (I think out of 255) chance that this will occur.

MarineGrenadeThrow is an offset that you jump to if it occurs.

2) It's because the Corsair's speed is determined by it's flingy, not by it's iscript. In Arsenal III's Flingy Editor it's "Unknown 207". disgust.gif (Can't wait for DatEdit... tongue.gif )
Report, edit, etc...Posted by Centreri on 2005-11-22 at 17:58:01
Is that code in IceCC? I'm not that good yet. I'm just learning.



Ditto about DatEdit.
Report, edit, etc...Posted by Rikimbo on 2005-11-22 at 18:25:29
QUOTE(Silver-Dragon @ Nov 22 2005, 05:58 PM)
Is that code in IceCC? I'm not that good yet. I'm just learning.
Ditto about DatEdit.
[right][snapback]361817[/snapback][/right]

Yeah, that was code from IceCC. And trust me, you will want to make the switch from ICE to IceCC as soon as possible. Since it is so much more powerful and less frustating to use. Basically, IceCC decompiles the iscript.bin into a text file that you can then edit in NotePad, according to some syntax. If you haven't done any kind of programming before, it could be a somewhat odd concept to get used to at first, but trust me, it's worthwhile to learn and get used to IceCC.

I'm not even going to try and figure out how you'd make a random alternate attack in ICE...

And forget about DatEdit... for now. happy.gif

EDIT: IceCC comes with *very* good documentation. It may seem extensive, but it is a very thorough and fantastic description about all the workings of IceCC and iscript.bin itself. Start by reading that (or select parts of it wink.gif)
Report, edit, etc...Posted by Centreri on 2005-11-23 at 14:42:30
I'd rather stick with the basics right now.
I didn't do programming before, (though i will shifty.gif ), and I kind of doubt HTML and basic Javascript/PHP knowledge will do the trick.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-23 at 14:54:19
IceCC is really easy to learn, it's manual, as Rikimbo said, is excellent and it doesn't suffer from alot of the problems and drawbacks of ICE.
Report, edit, etc...Posted by Centreri on 2005-11-23 at 14:59:17
You're really bent on converting me to IceCC, arn't you.
lol.
I tried it before, but the problem for me is that it's buggy on my comp.
I select unit, decompile, then write out in editor (or something), the text file appears, nothing is in it. Its annoying.

Is what I want possible with regular ICE?

Oh, and whats an offset?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-23 at 15:08:34
It probably is, I just don't use ICE.

You're free to use whatever you want, just think ICECC is easier. smile.gif

In IceCC, the commands have their own offsets.

For example MarineGndAttkInit is the offset for when the Marine first starts it's ground attack.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-11-23 at 17:49:28
See, this is why I like you Voyager, your an advocate for IceCC.

btw, that decompile problem happens to me some times, I just have always hit decompile again until it shows up properly.
Report, edit, etc...Posted by Rikimbo on 2005-11-23 at 17:53:23
It is probably *possible* in ICE, but it is MUCH more tedious than if you were to do it in IceCC. Let me elaborate just a little bit:

Like Voyager said, in IceCC, all the units have their own offsets for their animations. The Marine's ground attack will point to MarineGrndAttack (uh, or something similar), and I'm assuming the marine's air attack will aslo point to MarineGrndAttack. But the important thing is that NO OTHER UNIT will point to MarineGrndAttack, even if the animation script in there is exactly the same. This means you can happily mash up that script and make it grind starcraft to a palette-inversing crash, and units with similar attacks like the Hydralisk will not be affected.

In ICE, the marine's ground attack will point to some offset number like 56781(this number is made up), and it is not obvious how many other things are pointing to that, and it's risky to go and edit that. I also find the interface a pain to use in that you have to go search up the offsets, make your changes, go back, check another offset, search that one, make changes, and so on. Don't use ICE smile.gif

Now, to do what you want to do involves adding another animation script, which is easy to do it iceCC, since you can just add another identifier and make the marine refer to it directly, or jump to it with the opcode Voyager mentionned. In ICE, you'd have to juggle numbers. And I'm not entirely sure, but I think you'd have to find an offset number to edit that's not being used by anything else to make this new script thingy. Don't use ICE smile.gif

As for your technical problem: For IceCC, what I usually do is decompile the WHOLE iscript.bin to iscript.txt, and then work with that, instead of decompiling parts of the script and then merging them with the default iscript.bin again. Maybe that would work better on your system? Try to use the IceCC User Interface and decompile the whole thing instead of one of the unit scripts alone. And then get to know the syntax for the iscript.txt file. If you've done some html, you should be able to conceptualize the whole thing and learn it really easily. I swear, it's not hard!

Don't use ICE smile.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2005-11-24 at 12:57:12
Whenever I use ICE it makes my mod crash...
Report, edit, etc...Posted by BroodKiller on 2005-11-26 at 14:29:38
QUOTE
(Can't wait for DatEdit...

QUOTE
Ditto about DatEdit.

QUOTE
And forget about DatEdit... for now.

Worry not, my friends - we're approaching the release date....smile.gif
Check the main topic for details
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