Staredit Network

Staredit Network -> Modding Assistance -> Stasis Field Time
Report, edit, etc...Posted by SubFocus on 2006-12-15 at 17:30:11
Hmm. Is there a way I can decrease the time a unit remains "frozen" from the stasis spell?
Report, edit, etc...Posted by TheNomad on 2006-12-15 at 18:05:29
QUOTE(SubFocus @ Dec 16 2006, 01:30 AM)
Hmm. Is there a way I can decrease the time a unit remains "frozen" from the stasis spell?
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Yes, by EXE hacking.
Report, edit, etc...Posted by SubFocus on 2006-12-15 at 18:19:55
... Well there goes my plan. ranting.gif
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-15 at 18:40:32
I thought spells could be tinkered with via iscript? And IIRC stasis field has a bug in which if you have a disable invincibility trigger apply to a stasised unit, it becomes attackable and I think you can cast spells on it...
Report, edit, etc...Posted by TheNomad on 2006-12-15 at 19:49:19
QUOTE(Lord_Jeremy @ Dec 16 2006, 02:40 AM)
I thought spells could be tinkered with via iscript?
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Not quite. You can transform spells into weapons, but nothing more... at most you can call a weapon with an effect that simulates a different spell.
But you can't say make it cloak only ground units, not air, reduce maelstrom time, increase lockdown time or anything of that sort...

You can only change Scanner Sweep and Nuke times from IScript, but that is cause of the unit handling.
Report, edit, etc...Posted by BroodKiller on 2006-12-15 at 20:14:40
The spell time EXE edits should be feasible with FireGraft, as I recall this being done via CASM back in the days of v1.07.
Report, edit, etc...Posted by SubFocus on 2006-12-15 at 20:18:12
QUOTE(Lord_Jeremy @ Dec 15 2006, 07:40 PM)
And IIRC stasis field has a bug in which if you have a disable invincibility trigger apply to a stasised unit, it becomes attackable and I think you can cast spells on it...
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Can anyone else confirm this or not, please?
Report, edit, etc...Posted by TheNomad on 2006-12-15 at 20:28:40
QUOTE(BroodKiller @ Dec 16 2006, 04:14 AM)
The spell time EXE edits should be feasible with FireGraft, as I recall this being done via CASM back in the days of v1.07.
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Where was CASM used ? You know what I mean...
Report, edit, etc...Posted by BroodKiller on 2006-12-16 at 03:32:52
Well, certain offsets were known for 1.07 (in a document at CC that is no longer available, but I still have it) and writing a CASM function for them was a piece of cake.
Report, edit, etc...Posted by TheNomad on 2006-12-16 at 04:25:47
in a way rewriting the cod with your own changes ?
Report, edit, etc...Posted by BroodKiller on 2006-12-16 at 04:57:49
Not quite - more like writing your own code and then making the engine execute it when you wanted it.
Report, edit, etc...Posted by TheNomad on 2006-12-16 at 05:46:49
Thanks smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-12-16 at 05:59:53
No problem. I can send you the article, if you want, but it's rather obsolete as of now.

ADDITION:
Now that I think of it, your question can be two fold:
1-You want to change the time units stay under stasis in general
2-You want to change the time a particular unit is to stay under stasis after being hit with the Stasis Field spell.

These 2 are different things and need different EXE hacks.
Report, edit, etc...Posted by Kenoli on 2006-12-16 at 18:43:06
QUOTE(SubFocus)
Can anyone else confirm this or not, please?
You can disable the invinciblity of a unit in stasis via the set invincibility action.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-17 at 09:20:42
QUOTE(Kenoli @ Dec 16 2006, 06:43 PM)
QUOTE(SubFocus)
Can anyone else confirm this or not, please?
You can disable the invinciblity of a unit in stasis via the set invincibility action.
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Yeah. Just remember that it will still be stuck there. As I remember, Blizzard originally intended for stasis to be curable by medics, but due to the way the game handles spells, it would then be targetable by other spells and weapons...
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