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Staredit Network -> SEN-MOD Team Forum -> What each person needs
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-12 at 11:05:25
What do you mean? If you are talking about Id's for the tech/upg, those shouldn't matter. If my computer ever gets fixed, I can see what ones you used while making the buttons, and the upgrade just needs to be set in weapons.dat.

Or did you mean something else?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-12 at 17:26:41
QUOTE(DiscipleOfAdun @ Jun 12 2006, 10:05 AM)
What do you mean?  If you are talking about Id's for the tech/upg, those shouldn't matter.  If my computer ever gets fixed, I can see what ones you used while making the buttons, and the upgrade just needs to be set in weapons.dat. 

Or did you mean something else?

[right][snapback]505076[/snapback][/right]

I meant should I make it a spell requiring 50 energy or a regular attack? (I prefer spell)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-12 at 21:05:18
Well, DTBK has the final say, but my input - make it a 100 energy spell. That way, you have to be careful about what you choose to attack.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-13 at 12:20:42
I guess 100 energy would be better, but I still gotta wait on DTBK to approve/deny it disgust.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-13 at 23:52:01
Waiting for DTBK could take some time....(watch, he shows up a couple of hours after this post...)

I'd make 2 versions, one with the energy, one without. It would just be 1 change in Weapons.dat(wouldn't it, I can't remember...)and the techdata.dat file. We need to get this done soon.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-06-14 at 08:59:37
QUOTE(DT_Battlekruser @ Jun 9 2006, 12:59 AM)
Does someone want to test whether a subunit range of 0 auto-attacks melee attackers?
[right][snapback]502759[/snapback][/right]


We can prevent it from auto-attacking by unchecking Battle Reactions and giving it idle orders of Nothing, I believe.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-14 at 10:15:02
I already got it so it shouldn't auto attack, except for computer players who now have it controlled by their unit AI biggrin.gif

ADDITION: just finished the units iscript, here it is

CODE
# ----------------------------------------------------------------------------- #
~Deleated all this this from post to make post smaller~
# ----------------------------------------------------------------------------- #

IonCannonInit:
playfram        0
goto            IonCannonUnknown19

IonCannonGndAttkToIdle:
wait            125
goto            IonCannonGndAttkToIdle

IonCannonUnknown19:
wait            125
goto            IonCannonUnknown19

IonCannonDeath:
playsnd         7 # Misc\ExploLrg.wav
imgol08         334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait            3
__3f_condjmp    local91
sprul11         273 0 0 # TerranBuildingRubblesmall (thingy\RubbleS.grp)
wait            1
end            

IonCannonGndAttkInit:
wait            50
attack26        
wait            1
goto  IonCannonGndAttkToIdle

local91:
wait            1
end            


How long is a second in iscript ticks? The manual said there was 10 so I made the wait 50
Report, edit, etc...Posted by Voyager7456(MM) on 2006-06-14 at 19:57:54
Yeah, 10 ticks = 1 second, about.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-15 at 10:22:23
Yeah...looks good. Should work....

So now, the attack and the hit need an iscript animation(those should be easy...), and then...put everything together and a mem patch....
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-15 at 10:53:44
I've never messed with a weapons Iscript before, only editing weapons with .dat editing so this should be nice n fun to try biggrin.gif

know any good unused iscript slots I can use for the weapon? smile.gif
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-15 at 13:20:25
I don't know; the whole spell thing is just overly complicated.

Minimum Attack Range + 0 Subunit Range = no auto-attack, right?

The other limiting factor to the Ion Cannon is that it takes something like 5 seconds to charge and fire. This needs to be done with a Yamato-like chargining animation in the AttkRpt and AttkInit scripts. I think we can get by fine with a normal weapon; minimum attack range and zero subunit range.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-15 at 16:24:37
1. We're not really sure if that = no auto attacking, but we think it does (noone has tried it)

2. you guys need to make the grp for the charging frames, but I can do the rest tongue.gif (I will edit it into iscript when you finish)

3. I planned on using the same line of code for the init as for the rpt code, shouldn't that work?

also, the weapons icon grp is in-compatible with the mod, whoever made it needs to redo it so RetroGRP can compile it

ADDITION: I just realized in the past 2 weeks we have gotten more work done than in the past year! tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-15 at 20:02:41
Let's keep it that way.

If I was you, I'd just copy the Yamato charge, and change the palette to one of the blue ones.

As for Iscript, you can add any new headers you want...just make sure the IsId is high enough.
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-18 at 02:26:06
QUOTE(TERRAINFIGHTER @ Jun 15 2006, 01:24 PM)
1. We're not really sure if that = no auto attacking, but we think it does (noone has tried it)

2. you guys need to make the grp for the charging frames, but I can do the rest tongue.gif (I will edit it into iscript when you finish)

3. I planned on using the same line of code for the init as for the rpt code, shouldn't that work?

also, the weapons icon grp is in-compatible with the mod, whoever made it needs to redo it so RetroGRP can compile it

ADDITION: I just realized in the past 2 weeks we have gotten more work done than in the past year! tongue.gif
[right][snapback]507146[/snapback][/right]


1.Makes perfect sense to me.

2. Yeah. The graphics team seems to think its their coffee break or something.

3. Sure.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-18 at 23:46:10
I openned up the stat_txt.tbl file you sugguested earlier, but when I wanted to test it out I noticed it was empty huh.gif

~Update~ I just finished adding the new ionhit and ions entries into the mpq and graphic list,
sorry it took so long but I forgot about the project for a while >.<

now I just gotta work them into the .dat files and iscript... tongue.gif

~Update~ I just finished the .dat entries for the graphic, and made the Iscript for the missile.

But since I have never worked on a weapon iscript before, I need to know whether this will work or not ermm.gif
CODE
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file ' '
# created on: --- --- 00 00:00:00 0000
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 505 IonMissile (bullet\Ions.grp)
.headerstart
IsId            255
Type            2
Init            IonMissileInit
Death           IonMissileDeath
GndAttkInit     IonMissileGndAttkInit
AirAttkInit     [NONE]
.headerend
# ----------------------------------------------------------------------------- #

IonMissileInit:
playsound 65           # dragoon weapon launch sound, which sound do you prefer?
wait            1
sigorder        1
wait            1
IonMissileGndAttkInit:
playfram 0
wait            1
goto            IonMissileGndAttkInit
IonMissileDeath:
playsound 9            # dragoon weapon hit sound, which sound do you prefer?
domissiledmg    


ADDITION: sorry, I just realized that it doesn't call the explosion grp, I will try to fix this if I can, when I get the time

~update~ I perfected the Iscript, here's the ion weapons Iscript
CODE
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file ' '
# created on: --- --- 00 00:00:00 0000
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 505 IonMissile (bullet\Ions.grp)
.headerstart
IsId            255
Type            2
Init            IonMissileInit
Death           IonMissileDeath
GndAttkInit     IonMissileGndAttkInit
AirAttkInit     [NONE]
.headerend
# ----------------------------------------------------------------------------- #

IonMissileInit:
playsound 65 # dragoon weapon launch sound, should be changed
wait            1
sigorder        1
wait            1

IonMissileGndAttkInit:
playfram 0
wait  1
goto  IonMissileGndAttkInit

IonMissileDeath:
imgol08  507 0 0 # ion hit graphic
playsound 9 # dragoon weapon hit sound, should be changed
domissiledmg    
wait  1
end


and here's the Ion Hit Iscript
CODE
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file ' '
# created on: --- --- 00 00:00:00 0000
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 507 IonHit (bullet\ionhit.grp)
.headerstart
IsId            257
Type            1
Init            IonHitInit
Death           IonHitDeath
.headerend
# ----------------------------------------------------------------------------- #

IonHitInit:
playfram        0x00 # frame set 0
wait            2
playfram 0x11 # frame set 1
wait  2
playfram 0x22 # frame set 2
wait  2
playfram 0x33 # frame set 3
wait  2
playfram 0x44 # frame set 4
wait  2
playfram 0x55 # frame set 5
wait  2
playfram 0x66 # frame set 6
wait  2
playfram 0x77 # frame set 7
wait  2
playfram 0x88 # frame set 8
wait  2
playfram 0x99 # frame set 9
wait  1
end

~Update~ for some reason my IceCC refuses to compile these files, can someone compile them for me?
(I will send you the files via PM)
Report, edit, etc...Posted by Pauper on 2006-07-08 at 14:09:54
nuce work! if anyone can make there own sound, that would be great!

UPDATE - I made a new sound, i think it sounds pretty awsome, it is listed below!
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-08 at 15:16:50
Excellent, now we need an impact. The impactneeds to be fairly explosive, as this is a huge powerful cannon.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-08 at 19:19:44
The iscript for the Ion cannon will have to be redone after nirvanajung sends me the grp file...

Sounds really good.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-08-19 at 16:41:53
Hmm.
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