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[2016-12-26. : 7:43 am] O)FaRTy1billion[MM] -- ok, so just swapping the units is the obvious solution now[2016-12-26. : 7:42 am] O)FaRTy1billion[MM] -- well, if the marines are going to die they should start doing it now[2016-12-26. : 7:42 am] Pr0nogo -- spawning 50 kakaru is unintentionally hilarious btw because in this mod kakarus are crows and they just scream impossibly loudly wherever they go[2016-12-26. : 7:39 am] O)FaRTy1billion[MM] -- maybe it's applied in more places than two (see FaRTy1billionFaRTy1billion shouted: Pr0nogo probably more reliable too, since SC's code has a tendency to have checks and stuff for things like this all over the goddamn place )[2016-12-26. : 7:38 am] O)FaRTy1billion[MM] -- huh, maybe it didn't work at all. Broodling still has the timer[2016-12-26. : 7:37 am] Pr0nogo -- the broodling death timer is probably longer than the average life expectancy of a marine tbh[2016-12-26. : 7:36 am] O)FaRTy1billion[MM] -- let's see if spawn broodlings now spawns 5 expiring marines[2016-12-26. : 7:35 am] O)FaRTy1billion[MM] -- cool, adding EXE edits to existing projects seemed to work[2016-12-26. : 7:33 am] Pr0nogo -- yeah modding in bw is pretty retarded a lot of the time, things that should be very simple wind up being needlessly complex[2016-12-26. : 7:31 am] O)FaRTy1billion[MM] -- Pr0nogoPr0nogo shouted: yeah it works 100% this way and is less work probably more reliable too, since SC's code has a tendency to have checks and stuff for things like this all over the goddamn place[2016-12-26. : 7:30 am] O)FaRTy1billion[MM] -- I guess I can try still though since I already got this far xD[2016-12-26. : 7:29 am] O)FaRTy1billion[MM] -- honestly that is probably the best solution. I added EXE edits for changing the unit the timer was applied to, except I have no idea if it would be active for that unit or if there is a whole huge rabbit hole of EXE edits to switch around which unit has the expiration timer[2016-12-26. : 7:25 am] Pr0nogo -- yeah it worked fine, only change i have to make is swapping their wireframes[2016-12-26. : 7:22 am] Pr0nogo -- im pretty sure just changing the spawned unit ID in the EXE edit back to normal and then swapping the dat edits for the current broodling and the current devouring one will fix my problem[2016-12-26. : 7:21 am] O)FaRTy1billion[MM] -- the only problem is I'm not sure how FG works with changing the fgd, or if you can just replace the one in a project and have it be ok[2016-12-26. : 7:17 am] O)FaRTy1billion[MM] -- I think there was an EXE edit to change that, but I don't know if the timer would be active[2016-12-26. : 7:16 am] O)FaRTy1billion[MM] -- oh, right, looking at the spawn broodling thing it had checks for if unit ID == broodling[2016-12-26. : 7:16 am] Pr0nogo -- i was actually trying to make that happen but couldn't, i think i would have to replace the broodling unit with the devouring one unit[2016-12-26. : 7:16 am] Pr0nogo -- it's whatever is easiest for you while also making sure that the functionality i'm looking for is there, which is why i offered to pay[2016-12-26. : 7:15 am] Pr0nogo -- spawn broodling was changed to spawn a single devouring one and deal flat damage on the target unit[2016-12-26. : 7:15 am] O)FaRTy1billion[MM] -- I could dig more to find a way to disable it, but that would require a lot more searching[2016-12-26. : 7:15 am] Pr0nogo -- They aren't spawned via spawn broodling anymore, they just exist as regular units[2016-12-26. : 7:15 am] O)FaRTy1billion[MM] -- with Create Unit (or Create Unit with Properties -- I forget which), they have 0 energy and don't expire[2016-12-26. : 7:14 am] O)FaRTy1billion[MM] -- actually I think this won't remove it, it would probably just make it so they have the 0 energy that makes them not die[2016-12-26. : 7:05 am] O)FaRTy1billion[MM] -- where do I put it in the tree? That's apparently a thing I have to do[2016-12-26. : 7:02 am] O)FaRTy1billion[MM] -- I remembered seeing it from disassembling the create unit functions[2016-12-26. : 7:01 am] O)FaRTy1billion[MM] -- it wasn't work, it was something I already had done (which is how I found it so fast) xD |