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Staredit Network -> Modding Assistance -> Carrier attacks
Report, edit, etc...Posted by ZeroX on 2006-09-27 at 04:20:25
Ok, as my first attempt at moding i decided to add an actual attack to the Protoss Carrier Gantrithor, I added Mojo's Antimatter missles. When i went through all the steps to make the mpq what not, everything worked fine. When i started the game sure enough the anti matter missles showed up on the unit status "box" at the bottem of the screen when i selected the Gantrithor. Only problem is i cant get the ship to fire the missles. I tried messing with the AI and Orders, but to no avail. wallbash.gif I was hopeing someone had already had some success giving carriers attacks and could let me in on the secret. Or at least make an educated guess as to a solution.

Also i was looking for a way to put more interceptors in the carriers but found no item that was relevent and was wondering if this was possible at all?

Thanx
Report, edit, etc...Posted by Syphon on 2006-09-27 at 07:53:50
First, add an attack button to the carrier. Then, alter the iscript to show an attack animation. (Shouldn't be too hard, steal it fro, another unit and change the frames.)

You can't add more interceptors, but you can make them infinite. It's a memgrafting thing, and I'm sketchy on the exact steps.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-27 at 08:18:05
Just so you know, the carrier's hardcoded to launching interceptors instead of attacking, but you might could change the script to get it to do both at the same time? blink.gif

Edit: if you don't know what I'm talking about, look at it in memgraft and you'll notice it has the 'Attack (Carrier)' command. tongue.gif
Report, edit, etc...Posted by ShadowFlare on 2006-09-27 at 17:47:24
If you add a turret to the carrier instead of adding the weapon directly, it will work. However, if you are using the carrier's original graphic, it will crash unless you change a certain setting in images.dat for the carrier. (take a look at entries in images.dat for units with turrets to see what to change) If you don't want the turret to be seen, you can make it invisible or create a blank graphic for it.
Report, edit, etc...Posted by ZeroX on 2006-09-28 at 05:22:49
QUOTE(ShadowFlare @ Sep 27 2006, 04:47 PM)
If you add a turret to the carrier instead of adding the weapon directly, it will work.  However, if you are using the carrier's original graphic, it will crash unless you change a certain setting in images.dat for the carrier. (take a look at entries in images.dat for units with turrets to see what to change)  If you don't want the turret to be seen, you can make it invisible or create a blank graphic for it.
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Ok i dont entirely understand what you said but i tried adding Mojo as a subunit to the Gantrithor and it crashed like you said it would. So i looked in the images.dat But i have NO CLUE wallbash.gif as to what to look for, much less how to add it to the Gantrithor. So Im stuck as far as that goes...
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-28 at 10:23:31
Actually, that wouldn't work either as turrets are forced to follow the main unit's command, which would cause it to crash as the turret couldn't create interceptors. tongue.gif
Report, edit, etc...Posted by ShadowFlare on 2006-09-28 at 15:06:35
No, you can do it. I created a proof-of-concept StarDraft patch years ago and it is still up on my site. Although at the time I didn't know how to make it so it could be done and still use the carrier graphic. Actually, I'm not really sure if the way I mentioned does make the carrier graphic work with it or if it actually requires an iscript modification.
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