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[2017-1-31. : 4:35 am]
tehkain -- There are a number of images in there marked as unknown<id number>.
[2017-1-31. : 4:35 am]
tehkain -- Okay, so, in images.dat, there is a huge list of tileset stuff from, oh, 500 to 900.
[2017-1-31. : 4:34 am]
O)FaRTy1billion[MM] -- though overlays/underlays (like shadows) won't have a sprite
[2017-1-31. : 4:34 am]
Corbo -- wait what, datedit, tilesets what?
[2017-1-31. : 4:34 am]
O)FaRTy1billion[MM] -- or if they don't have an attached sprited ("Used by:")
[2017-1-31. : 4:34 am]
Corbo -- because unsed is an actual real word
[2017-1-31. : 4:34 am]
tehkain -- k
[2017-1-31. : 4:34 am]
tehkain -- Or are they actually part of the usable tileset?
[2017-1-31. : 4:33 am]
Corbo -- if they're unknowns chances are they are really unsed.
[2017-1-31. : 4:33 am]
Corbo -- they're just mpqs, with firegraft stuff and self executables but still mpqs
[2017-1-31. : 4:33 am]
tehkain -- Are they actually unused?
[2017-1-31. : 4:33 am]
tehkain -- Also, in DatEdit, a number of images for doodads are named unknown.
[2017-1-31. : 4:33 am]
tehkain -- And, in any case, I'm still doing it... mostly.... efficiently.
[2017-1-31. : 4:33 am]
Corbo -- firegraft does make the exe but you can just open THAT firegraft generated exe with an mpq editor and edit the files within it, or add new stuff.
[2017-1-31. : 4:32 am]
O)FaRTy1billion[MM] -- only if you get rid of the fgd stuff inside the mpq
[2017-1-31. : 4:32 am]
tehkain -- Also, only FireGraft can make a working FireGraft exe, in my experience. That is, anything else breaks and makes it use default SC memory.
[2017-1-31. : 4:32 am]
Corbo -- If you're only making changes to iscript or dats you can just open the exes with winmpq or export directly to the exes. No need to recompile.
[2017-1-31. : 4:31 am]
O)FaRTy1billion[MM] -- it just overwrites the dat files, and leaves everything else the same
[2017-1-31. : 4:31 am]
Corbo -- It does
[2017-1-31. : 4:31 am]
O)FaRTy1billion[MM] -- those are already in the EXE's mpq
[2017-1-31. : 4:31 am]
tehkain -- And I need FireGraft for custom buildings and whatnot.
[2017-1-31. : 4:31 am]
tehkain -- Resource files
[2017-1-31. : 4:31 am]
tehkain -- Doesn't copy the GRP's
[2017-1-31. : 4:31 am]
Corbo -- FaRTy1billion
FaRTy1billion shouted: you can just export the dat files directly to the EXE in datedit
this too.
[2017-1-31. : 4:31 am]
tehkain -- That sorta
[2017-1-31. : 4:30 am]
tehkain -- Um
[2017-1-31. : 4:30 am]
O)FaRTy1billion[MM] -- you can just export the dat files directly to the EXE in datedit
[2017-1-31. : 4:30 am]
Corbo -- but I don't think you wanna do that :P
[2017-1-31. : 4:30 am]
tehkain -- I know, I know.
[2017-1-31. : 4:30 am]
Corbo -- Well, the other option is give up on modding
[2017-1-31. : 4:30 am]
tehkain -- You know, you have to recompile the mod to an MPQ, remake the .exe with Firegraft...
[2017-1-31. : 4:29 am]
tehkain -- Except that debugging it is even worse than debugging Java.
[2017-1-31. : 4:29 am]
Corbo -- sometimes it's good to break stuff on purpose. That way you know things were working BEFORE that breaking point you put on purpose
[2017-1-31. : 4:29 am]
O)FaRTy1billion[MM] -- er, working unit idtentical to the non-working unit *
[2017-1-31. : 4:28 am]
tehkain -- The data I can actually change in them is all correct, but Starcraft may be throwing a hissy fit because of image locations.
[2017-1-31. : 4:28 am]
O)FaRTy1billion[MM] -- basically, step-by-step make the working unit identical to the working unit by changing 1 thing at a time
[2017-1-31. : 4:28 am]
tehkain -- I think that the images that are having problems are all normally weapons.
[2017-1-31. : 4:28 am]
O)FaRTy1billion[MM] -- no. Set the battlecruiser's sprite's image to whatever unit you're changing's
[2017-1-31. : 4:28 am]
tehkain -- Also, now that I think about it, the problem may lie in images.dat.
[2017-1-31. : 4:27 am]
tehkain -- Like, set the Battlecruiser to use the unit's GRP?
[2017-1-31. : 4:27 am]
O)FaRTy1billion[MM] -- it will tell you what .dat file is causing it
[2017-1-31. : 4:27 am]
O)FaRTy1billion[MM] -- and if it still works, move on to sprite, then flingy
[2017-1-31. : 4:27 am]
O)FaRTy1billion[MM] -- do what I suggested and next replace the working unit's image with the nonworking unit's image
[2017-1-31. : 4:27 am]
tehkain -- I tried giving it animated idle in the advanced tab in units.dat, but it didn't make any difference.
[2017-1-31. : 4:26 am]
tehkain -- Its flingy.dat data is identical to that of the Valkyire, so it's not that.
[2017-1-31. : 4:26 am]
O)FaRTy1billion[MM] -- oh, and it's a problem with iscript extender because it's all separate iscript files so IceCC wouldn't be aware of the other ones
[2017-1-31. : 4:26 am]
tehkain -- Anyway...
[2017-1-31. : 4:25 am]
tehkain -- Unless, of course, I am misunderstanding what you mean.
[2017-1-31. : 4:25 am]
O)FaRTy1billion[MM] -- I've never actually tried it, I just found it when playing with iscript stuff :P
[2017-1-31. : 4:25 am]
O)FaRTy1billion[MM] -- oh
[2017-1-31. : 4:25 am]
tehkain -- When I accidentally tried to have two scripts with IsId 216, IceCC wouldn't let it compile.
[2017-1-31. : 4:25 am]
O)FaRTy1billion[MM] -- in the file format IsId's don't have to be unique :P
[2017-1-31. : 4:24 am]
tehkain -- Anyway, I tested it, and found that it just happens with the particular graphic with the iscript. On a side note, Battlecruisers look sorta cool with the Valkyrie engine overlay.
[2017-1-31. : 4:24 am]
tehkain -- However, they should overwrite the default iscripts, and it wouldn't compile if the script files had multiple scripts with the same IsId.
[2017-1-31. : 4:23 am]
tehkain -- Well, the iscript id's are, of course, overwriting existing ones.H
[2017-1-31. : 4:16 am]
O)FaRTy1billion[MM] -- that's what I was thinking
[2017-1-31. : 4:14 am]
Corbo -- it's probably something on datedit, though. I too did not see anything on iscript that wouldmake it randomly spin
[2017-1-31. : 4:12 am]
O)FaRTy1billion[MM] -- the only other thing I can think of if it is the iscript is if IsId 272 isn't unique and there is a different, broken iscript somewhere that is causing a conflict
[2017-1-31. : 4:11 am]
O)FaRTy1billion[MM] -- if it is the iscript, then I have no idea unless the compiler is doing something really weird with it xD
[2017-1-31. : 4:10 am]
O)FaRTy1billion[MM] -- if it's not the iscript, you can use the same test unit and give it the broken unit's image, and then it's sprite, then flingy. That should help isolate where the problem is
[2017-1-31. : 4:10 am]
tehkain -- All righty.
[2017-1-31. : 4:10 am]
O)FaRTy1billion[MM] -- try isolating the problem, or making sure it is indeed just the iscript. If a unit that works previously is given this iscript and breaks, then we know it is the iscript. If it works fine, then it must be something else
[2017-1-31. : 4:09 am]
tehkain -- By "I haven't tested it", I mean that I haven't tested in that particular way.
[2017-1-31. : 4:09 am]
tehkain -- I haven't tested it, but... the problem applies to multiple units, and occurred on this particular unit with 2 different iscripts.
[2017-1-31. : 4:06 am]
O)FaRTy1billion[MM] -- If you set a different unit's image to use this iscript, but leave everything else unchanged, does it do it?
[2017-1-31. : 4:05 am]
tehkain -- On an unrelated note, since broodwarai is dead, do you know of any remaining repositories of SC modding information? Most of what I can find is limited to basic tutorials and some esoteric, outdated FireGraft discussion.
[2017-1-31. : 4:03 am]
tehkain -- The attack works fine; the strange problem appears to be when it starts idling.
[2017-1-31. : 4:03 am]
tehkain -- Those are the same things as the Valkyrie uses for its attack.
[2017-1-31. : 4:03 am]
O)FaRTy1billion[MM] -- I found turncwise and turnccwise, but those shouldn't do that like that especially in the same frame ... ;o
[2017-1-31. : 4:02 am]
tehkain -- The flingy uses the same rotation speed as other units.

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