Staredit Network > Forums > Modding Assistance > Topic: how to make projectiles spawn UNDER the unit
how to make projectiles spawn UNDER the unit
Jan 7 2009, 11:21 am
By: Lunes Madness  

Jan 7 2009, 11:21 am Lunes Madness Post #1



i want to make halo rockets to fire under the valkyrie unit but in some instances it shoots on its hood. ive tried increasing the elavation of valkyrie and works fine in most enemies but my only problems is if it attacks a unit that has the same elevation to it, it will still shoot its rocket on its hood instead of under it.

and is there a way to spawn projectiles on some part of the unit? (like on its wings)



None.

Jan 7 2009, 11:43 am Ultraviolet Post #2

We do a little trolling

I believe you have to make a lo file that controls where shit spawns. Not sure though, wait for someone else to confirm.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Jan 8 2009, 12:21 am Syphon Post #3



Use imgul instead of imgol in the iscript.

EDIT - That would just decide if it spawns over or under the unit, if you want to change the placement of the spawn, then yes, like Nerdy said, you'd need to edit the .lo? file called in the .dat file.



None.

Jan 8 2009, 9:53 am Lunes Madness Post #4



imgul? where will i put that? on valkyrie or in halo rocket iscript?
what i know about imgol is it makes some overlay image and i use it as an aftereffect of a weapon script (like burst laser creates arclite shock blast at impact). other than that i don't know

oh the .lo? i have lo?Edit but the problem is i don't know what program will i open and how that program works (what i only see is some buttons and a big box that has 2 box inside and i cant visualize what will i do bec i don't know whats in the .lo? file in the first place). can anyone help me out how to use lo.Edit?

btw is the 3x3 attack behavior in datedit has a fix range or the it can be lessened or increased to some extend?



None.

Jan 8 2009, 3:14 pm Biophysicist Post #5



Imgul is like imgol except it draws under the unit. It's used in iscript.



None.

Jan 8 2009, 4:46 pm Lunes Madness Post #6



aw nice help :| . you solved the most unecessary part of my problem thx :wtfage:



None.

Jan 9 2009, 1:32 am Syphon Post #7



I believe you'd replace the imgols in the valkyrie iscript.

In .loEdit, the big box represent the unit, the little boxes represent the over/underlay controlled by said .lo? The list is each frame of the potential unit.



None.

Jan 9 2009, 6:08 am Lunes Madness Post #8



ok on valkyrie script but on where do i place this imgul thing? on attck animation? and what value will i place? i dont know where ill add this imgul on attack animation

Code
ValkyrieGndAttkInit:
    wait               1
    nobrkcodestart
    attackwith         1
    attackwith         1
    wait         4
    attackwith         1
    attackwith         1
    wait               6
    randcondjmp         128 ValkyrieLocal01
    nobrkcodeend  
    gotorepeatattk    
    goto               ValkyrieGndAttkToIdle

ValkyrieLocal01:
nobrkcodeend
playsndbtwn 1025 1029 # Terran\FRIGATE\TVkPss00.WAV, Terran\FRIGATE\TVkPss04.WAV
gotorepeatattk
goto ValkyrieGndAttkToIdle

then what .lo? file will i open that will able to spawn a missile UNDER the unit?
there are lots of lo? files (from a to x anyway whats the diff? of those?) but i don't see a file that has something to do with my problem. and what are these graphic offest? why do they have to be 2 or more? you see im frustrated of how this LoEdit works

ok ive tried to open the phoenix.lol and ive seen the green box is changing its place (from top to bottom cclockwise) as the frame continues to end 17. now what does that blue box do and why is the green box stays at the center? why does some units has to types of lo? file? (battlecr has lol and lox)

and lastly is there a lo? file of valkyrie?

Post has been edited 4 time(s), last time on Jan 9 2009, 10:50 am by Lunes Madness.



None.

Jan 9 2009, 10:53 am Lunes Madness Post #9



sorry for double posting, i just want to keep this topic on top of the list hoping for someone to answer my ails.



None.

Jan 10 2009, 9:44 pm Lunes Madness Post #10



third post and nothing seems to notice...



None.

Jan 11 2009, 2:06 am Voyager7456 Post #11

Responsible for my own happiness? I can't even be responsible for my own breakfast

You could try editing the iscript of the Halo Rockets, making them invisible and have the weapon spawn an underlay of the rocket graphic using imgul.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Jan 11 2009, 1:33 pm Lunes Madness Post #12



is it tmprmgraphicstart and tmprmgraphicend? okay better test it



None.

Jan 11 2009, 7:48 pm Syphon Post #13



I'll be able to help you a bit more when I get my modding stuff back, but for now I'll give you that all the lo? files determine is where around the unit the overlay is placed, depending on the frame being displayed... imgol/imgul decide whether the image is over or under the frame where the lo? tells it to be.



None.

Jan 11 2009, 8:55 pm Voyager7456 Post #14

Responsible for my own happiness? I can't even be responsible for my own breakfast

I don't remember if tmprmgraphicstart also disables a unit's overlays/underlays... watch out for that.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
Please log in to shout.


Members Online: Andrea Rosa