Staredit Network

Staredit Network -> Modding Assistance -> Legacy of Adun mod
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-16 at 17:43:52
As you may have read here, I'm currently working on a mod that makes the protoss a bit more oldfashioned... Storyline to come biggrin.gif

Anyway, I'm having a bit of a problem with my Zealots and my High Templars. I've done some messing with their weapons and iscripts and now they don't do damage when they attack... The animation plays and such, but no damage. FYI I'm putting the graphics project for the templar on hold so the only changes I made to its script are giving it AirAttkInits and etc. I'm also having a problem in which my Dragoons freeze when they attack air. I should note that this is definitely because I set them to use the High Templar animations, but I need to fix it... I'll include iscript and dat decompiles.

Zealot iscript:
CODE
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 151 Zealot (protoss\zealot.grp)
.headerstart
IsId            163
Type            21
Init            ZealotInit
Death           ZealotDeath
GndAttkInit     ZealotGndAttkInit
AirAttkInit     [NONE]
SpAbility1      [NONE]
GndAttkRpt      ZealotGndAttkInit
AirAttkRpt      [NONE]
SpAbility2      [NONE]
GndAttkToIdle   ZealotGndAttkToIdle
AirAttkToIdle   [NONE]
SpAbility3      [NONE]
Walking         ZealotWalking
Other           ZealotOther
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       [NONE]
Landing         [NONE]
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       [NONE]
Unknown20       [NONE]
Unknown21       ZealotUnknown21
.headerend
# ----------------------------------------------------------------------------- #

ZealotInit:
imgul09         152 0 0 # ZealotShad (protoss\pzeShad.grp)
ZealotOther:
playfram        0x55 # frame set 5
goto            local00

local00:
wait            125
goto            local00

ZealotDeath:
playsnd         678 # Protoss\ZEALOT\PZeDth00.WAV
playframno      0
playfram        0xdd # frame set 13
wait            2
playfram        0xde # frame set 13
wait            2
playfram        0xdf # frame set 13
wait            2
playfram        0xe0 # frame set 13
wait            2
playfram        0xe1 # frame set 13
wait            2
playfram        0xe2 # frame set 13
wait            2
playfram        0xe3 # frame set 13
wait            2
end            

ZealotGndAttkInit:
playsndrand     2 662 663 # Protoss\ZEALOT\pzeAtt00.WAV, Protoss\ZEALOT\pzeAtt01.WAV
playfram        0x00 # frame set 0
wait            1
nobrkcodestart  
playfram        0x11 # frame set 1
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x44 # frame set 4
wait            1
attack1c        1 664 # Protoss\ZEALOT\pzeHit00.WAV
playfram        0x55 # frame set 5
wait            1
playfram        0x66 # frame set 6
wait            1
playfram        0x77 # frame set 7
wait            1
playfram        0x88 # frame set 8
wait            1
playfram        0x99 # frame set 9
wait            1
nobrkcodeend    
gotorepeatattk  
goto  ZealotInit

ZealotGndAttkToIdle:
goto            ZealotOther

ZealotWalking:
move            4
wait            1
playfram        0xee # frame set 14
move            4
wait            1
playfram        0xff # frame set 15
move            4
wait            1
playfram        0x110 # frame set 16
move            4
wait            1
playfram        0x121 # frame set 17
move            4
wait            1
playfram        0xaa # frame set 10
move            4
wait            1
playfram        0xbb # frame set 11
move            4
wait            1
playfram        0xcc # frame set 12
move            4
wait            1
playfram        0xdd # frame set 13
goto            ZealotWalking

ZealotUnknown21:
imgol08         154 0 0 # Unknown154 (protoss\zealot.grp)
goto            local00


High Templar script:
CODE
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 126 HighTemplar (protoss\templar.grp)
.headerstart
IsId            158
Type            21
Init            HighTemplarInit
Death           HighTemplarDeath
GndAttkInit     HighTemplarGndAttkInit
AirAttkInit     HighTemplarGndAttkInit
SpAbility1      [NONE]
GndAttkRpt      HighTemplarGndAttkInit
AirAttkRpt      HighTemplarGndAttkInit
SpAbility2      HighTemplarSpAbility2
GndAttkToIdle   HighTemplarGndAttkToIdle
AirAttkToIdle   HighTemplarGndAttkToIdle
SpAbility3      [NONE]
Walking         HighTemplarWalking
Other           HighTemplarOther
BurrowInit      [NONE]
ConstrctHarvst  [NONE]
IsWorking       [NONE]
Landing         [NONE]
LiftOff         [NONE]
Unknown18       [NONE]
Unknown19       [NONE]
Unknown20       [NONE]
Unknown21       HighTemplarUnknown21
.headerend
# ----------------------------------------------------------------------------- #

HighTemplarInit:
imgul09         127 0 0 # HighTemplarShad (protoss\pteShad.grp)
playfram        0x66 # frame set 6
waitrand        1 2
HighTemplarGndAttkToIdle:
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            2
playfram        0xaa # frame set 10
wait            2
playfram        0xbb # frame set 11
wait            2
playfram        0xcc # frame set 12
wait            2
goto            HighTemplarGndAttkToIdle

HighTemplarDeath:
playsnd         635 # Protoss\TEMPLAR\PTeDth00.WAV
playframno      0
playfram        0x121 # frame set 17
wait            2
playfram        0x122 # frame set 17
wait            2
playfram        0x123 # frame set 17
wait            2
playfram        0x124 # frame set 17
wait            2
playfram        0x125 # frame set 17
wait            2
playfram        0x126 # frame set 17
wait            2
playfram        0x127 # frame set 17
wait            2
end            

HighTemplarGndAttkInit:
playsnd         101 # Bullet\LaserB.wav
playfram        0x00 # frame set 0
wait            1
nobrkcodestart  
playfram        0x11 # frame set 1
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
attack25        1
playfram        0x44 # frame set 4
wait            1
nobrkcodeend    
gotorepeatattk  
playfram        0x66 # frame set 6
goto            local00

local00:
wait            125
goto            local00

HighTemplarSpAbility2:
playfram        0x00 # frame set 0
nobrkcodestart  
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
castspell      
sigorder        2
playfram        0x44 # frame set 4
wait            1
nobrkcodeend    
gotorepeatattk  
playfram        0x66 # frame set 6
goto            local00

HighTemplarWalking:
playfram        0xee # frame set 14
wait            1
playfram        0xff # frame set 15
wait            1
playfram        0x110 # frame set 16
wait            1
playfram        0x55 # frame set 5
shvertpos       0
local01:
wait            3
sprol13         320 0 0 # HighTemplarTrail (thingy\pteglow.grp)
goto            local01

HighTemplarOther:
playfram        0x110 # frame set 16
wait            1
playfram        0xff # frame set 15
wait            1
playfram        0xee # frame set 14
wait            1
goto            HighTemplarGndAttkToIdle

HighTemplarUnknown21:
imgol08         128 0 0 # Unknown128 (protoss\templar.grp)
goto            local00


Units.dat entries:
CODE
[Protoss Zealot]
Graphic=46
Subunit 1=228
Subunit 2=228
Subunit 3=228
Construction Anim=0
Unk 0x08C4=32
Shield Enable=0
Shield Amount=0
Hit Points=21760
Anim Level=4
Movement Type=65
Staredit: Order/Sublabel=3
Action: Comp AI Idle=2
Action: Human AI Idle=2
Action: Unknown=2
Action: Ground Attack=10
Action: Air Attack=2
Weapon: Ground=64
Max Hit: Ground=1
Weapon: Air=130
Max Hit: Air=0
Unk 0x1A94=0
Special Ability Flags=402718720
Subunit Attack Range=3
Sight Range=7
Armor Upgrade Group=5
Size=1
Armor Amount=1
Unk 0x237C=1
Ready Sound=666
What Sound Start=670
What Sound End=673
Piss Sound Start=667
Piss Sound End=669
Yes Sound Start=674
Yes Sound End=677
Unk37 (456 Entries)=28
Unk38 (192 Entries)=0
Unk39 (912 Entries)=10
Portrait=40
Mineral Cost=75
Vespene Cost=0
Build Time=480
Resriction Flags=65535
Staredit: Group Flags=12
Unk 0x4210=0
Food Produced=4
Food Cost=1
Transport/Bunker Space=0
Build Score=100
Destroy Score=200
Unk 0x4930=0
Broodwar Unit Flag=0
Staredit Availability Flags=463

[Protoss Dragoon]
Graphic=45
Subunit 1=228
Subunit 2=228
Subunit 3=228
Construction Anim=0
Unk 0x08C4=32
Shield Enable=1
Shield Amount=10
Hit Points=21760
Anim Level=4
Movement Type=65
Staredit: Order/Sublabel=4
Action: Comp AI Idle=2
Action: Human AI Idle=2
Action: Unknown=2
Action: Ground Attack=10
Action: Air Attack=2
Weapon: Ground=66
Max Hit: Ground=1
Weapon: Air=66
Max Hit: Air=1
Unk 0x1A94=0
Special Ability Flags=402718848
Subunit Attack Range=0
Sight Range=8
Armor Upgrade Group=5
Size=1
Armor Amount=1
Unk 0x237C=1
Ready Sound=492
What Sound Start=498
What Sound End=505
Piss Sound Start=494
Piss Sound End=497
Yes Sound Start=506
Yes Sound End=512
Unk37 (456 Entries)=27
Unk38 (192 Entries)=0
Unk39 (912 Entries)=7
Portrait=41
Mineral Cost=75
Vespene Cost=15
Build Time=630
Resriction Flags=65535
Staredit: Group Flags=12
Unk 0x4210=0
Food Produced=4
Food Cost=4
Transport/Bunker Space=0
Build Score=250
Destroy Score=500
Unk 0x4930=0
Broodwar Unit Flag=0
Staredit Availability Flags=463

[Protoss High Templar]
Graphic=45
Subunit 1=228
Subunit 2=228
Subunit 3=228
Construction Anim=0
Unk 0x08C4=32
Shield Enable=1
Shield Amount=100
Hit Points=8960
Anim Level=4
Movement Type=65
Staredit: Order/Sublabel=6
Action: Comp AI Idle=2
Action: Human AI Idle=2
Action: Unknown=2
Action: Ground Attack=10
Action: Air Attack=2
Weapon: Ground=68
Max Hit: Ground=1
Weapon: Air=130
Max Hit: Air=0
Unk 0x1A94=0
Special Ability Flags=438304896
Subunit Attack Range=3
Sight Range=7
Armor Upgrade Group=5
Size=1
Armor Amount=0
Unk 0x237C=2
Ready Sound=622
What Sound Start=627
What Sound End=630
Piss Sound Start=623
Piss Sound End=626
Yes Sound Start=631
Yes Sound End=634
Unk37 (456 Entries)=31
Unk38 (192 Entries)=0
Unk39 (912 Entries)=11
Portrait=42
Mineral Cost=75
Vespene Cost=100
Build Time=720
Resriction Flags=65535
Staredit: Group Flags=12
Unk 0x4210=0
Food Produced=4
Food Cost=2
Transport/Bunker Space=0
Build Score=350
Destroy Score=700
Unk 0x4930=0
Broodwar Unit Flag=0
Staredit Availability Flags=463


Weapons.dat entries:
064 = Zealot weapon
066 = Dragoon weapon
068 = High Templar weapon
CODE
[Entry 064]
Status Bar Label=282
Missile Sprite=0
Special Attack=44
Attack Type=2
Minimum Range=0
Maximum Range=15
Upgrade Group=13
Weapon Type=2
Weapon Behavior=5
Missile Type=255
Explosion Type=1
Splash Value 1=0
Splash Value 2=0
Splash Value 3=0
Damage Amount=11
Damage Bonus=1
Cooldown Delay=22
Damage Factor=1
Coordinate X1?=16
Coordinate X2?=0
Coordinate Y1?=0
Coordinate Y2?=0
Targeting Error Message=879
Icon=353

[Entry 066]
Status Bar Label=286
Missile Sprite=156
Special Attack=44
Attack Type=3
Minimum Range=0
Maximum Range=128
Upgrade Group=13
Weapon Type=3
Weapon Behavior=2
Missile Type=255
Explosion Type=3
Splash Value 1=3
Splash Value 2=15
Splash Value 3=30
Damage Amount=38
Damage Bonus=2
Cooldown Delay=45
Damage Factor=1
Coordinate X1?=128
Coordinate X2?=0
Coordinate Y1?=0
Coordinate Y2?=0
Targeting Error Message=879
Icon=354

[Entry 068]
Status Bar Label=288
Missile Sprite=159
Special Attack=44
Attack Type=1
Minimum Range=0
Maximum Range=512
Upgrade Group=13
Weapon Type=1
Weapon Behavior=8
Missile Type=255
Explosion Type=2
Splash Value 1=8
Splash Value 2=16
Splash Value 3=30
Damage Amount=12
Damage Bonus=1
Cooldown Delay=10
Damage Factor=1
Coordinate X1?=16
Coordinate X2?=0
Coordinate Y1?=0
Coordinate Y2?=0
Targeting Error Message=879
Icon=355


For those that think they can help, but don't know how to read decompiled dats, go find a copy of Arsenal ZERO, decompiled units.dat and weapons.dat, and insert the above entries into the text files produced. Then recompile the text files and open the resulting dat files with DatEdit. But please, if you do this and want to post fixed stuff, reverse the process and include only the relevant entries in your reply...
Report, edit, etc...Posted by SubFocus on 2006-12-18 at 01:24:07
I only had time to browse through the iscripts, and it doesn't appear to be an iscript problem... Hmmm.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-18 at 08:17:10
Well... Did I mess anything up in the dats? As far as I know its all as it should be... Oh and I doubt AZ is compiling them wrong, I've made lots of changes to these units before and nothing like this has happened. It's funny, but the AI doesn't even recognize that it's being attacked...
Next Page (1)