It does. It's a plugin loaded by Firegraft/etc., it's just that it's a template from which you can easily write your own game modifications.
Well that's too bad. As I said, Firegraft triggers a false positive for around 100% of windows users that autodeletes the thing, so I'm not using it at present
* * *
By the way, I already got the working code
(EDIT: not really, see below everything):
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 137 Probe (protoss\probe.grp)
.headerstart
IsId 156
Type 21
Init ProbeInit
Death ProbeDeath
GndAttkInit ProbeGndAttkInit
AirAttkInit ProbeGndAttkInit
Unused1 [NONE]
GndAttkRpt ProbeGndAttkInit
AirAttkRpt ProbeGndAttkInit
CastSpell ProbeGndAttkInit
GndAttkToIdle ProbeGndAttkToIdle
AirAttkToIdle ProbeGndAttkToIdle
Unused2 [NONE]
Walking ProbeWalking
WalkingToIdle ProbeGndAttkToIdle
SpecialState1 ProbeSpecialState1
SpecialState2 ProbeSpecialState1
AlmostBuilt ProbeAlmostBuilt
Built ProbeBuilt
Landing ProbeSpecialState1
LiftOff [NONE]
IsWorking ProbeGndAttkInit
WorkingToIdle ProbeGndAttkToIdle
WarpIn ProbeSpecialState1
.headerend
# ----------------------------------------------------------------------------- #
ProbeInit:
goto ProbeSpecialState1
ProbeSpecialState1:
wait 1
nobrkcodestart
imgol 139 0 0 # Probe Warp Flash (protoss\probe.grp)
imgul 138 0 7 # Probe Shadow (protoss\probe.grp)
playfram 0x00 # Frame set 0
playsnd 529 # Protoss\SHUTTLE\pshBld03.wav
wait 60
nobrkcodeend
goto ProbeGndAttkToIdle
ProbeGndAttkToIdle:
wait 125
goto ProbeGndAttkToIdle
ProbeDeath:
playsnd 598 # Protoss\PROBE\PPrDth00.WAV
imgol 213 0 0 # Explosion1 (Small) (thingy\tBangS.grp)
wait 3
end
ProbeGndAttkInit:
wait 1
attackwith 1
gotorepeatattk
goto ProbeGndAttkToIdle
ProbeWalking:
imgol 132 0 0 # Arbiter Engines (thingy\pabGlow.grp)
setvertpos 0
goto ProbeGndAttkToIdle
ProbeAlmostBuilt:
useweapon 63 # Particle Beam (Harvest) (Particle Beam)
wait 1
waitrand 8 10
goto ProbeAlmostBuilt
ProbeBuilt:
imgol 139 0 0 # Probe Warp Flash (protoss\probe.grp)
goto ProbeGndAttkToIdle
You can adjust the "wait 60"
But this does affect balance since Protoss units will take a bit more to be functional
You should set a bit of faster recruit time to offset it, though not as high as the wait period
* * *
This flashes while beggining them map/spawning via triggers. By not having the "probeinit" go to "SpecialState1" this could be changes
I was right to suspect the SpecialState1 was the key
This state also appears in hatching Zerg eggs. Therefore its what trigger when the unit appears (not when it starts training)
A similar code (along with the direction fix in the images.dat warp entry) can be applied to every Protoss unit
* * *
This only retains the white warp flash at the end of a Structure's sequence, not the blue dark effect before.
I am unsure on how to do orders with iscripts (including ones that trigger different rendering/recoloring modes). If anyone has any tips on that, it will be greatly appreciated* * *
EDIT: Well screw me, this code, while more refined in regard to preventing probe movement, still doesn't work as I thought,
As told above, the probe will start the animation invisibly when it starts training
The problem was that being impatient, I was testing this while using the "Operation CWAL" cheat, thus training finished almost instantly and I could see the anim.
That's also a "fix" though it involves near-instant training for the anim to display.
I still think this is possible without firegrafting, and that the zerg eggs show that by animating at the end of the morphing sequence, so I will keep my tests...
* * *
Also another idea to make this work given limitations:
Have the training time be near zero, but the warp-in sequence be very long
To avoid a single structure having unlimited production capability, give it a long nobrk animation that functions as a cooldown. The only disadvantage is that all the units produced from that structure will share the same cooldown (but not the same warp-in animation time)
* * *
An extra edit/idea:
Since in normal melee gameplay, the time of unit training is never changed, you can make it "wait" until its precisely done and THEN trigger the warp in animation.
This has some disadvantages though, such as when the unit is made by map triggers, or if the training time is altered from Use Map Settings.
Theory: The "wait" only part doesn't have to be nobrk though, since it will normally be before the unit is made. If the training time is lowered, then the unit warp in sequence will be interrupted and overruled by any commands (even rally).
Post has been edited 5 time(s), last time on Jan 28 2026, 6:10 pm by NimoStar.
None.