IT WORKS!!!!!!!!!!!!!!
I don't exactly know what have I changed, I guess I made a small mistake somewhere in the dat file.
Only the game crashes in the middle, I can't tell why and when, sometimes it does.
Does anybody know if you can set singularity charge or U-238 shells upgrades to more than 1 upgrade? It didn't work for me, I edited the dat file, also in firegraft (i suppose there it only gives additional requirements to advance to the next upgrade). Has anybody succeeded adding multiple carrier capacity upgrade? And how to replace the image in a status window which represent the unit when he is selected in group/single. I mean mercenary cargo ship looks sort of like valkyrie, but when selected in group he looks like a lurker.
I have seen in Memgraft an option to set the number of flingy entries, is it possible to do? I tried to edit Flingy.txt in the editor, didn't help though..
Please help me by posting what you know, I am looking forward to expand all the possibilities of the editor to create new buildings and units for my mod. And thanks for help =)
None.
Only the game crashes in the middle, I can't tell why and when, sometimes it does.
Did you change the Science Vessel's turret's iscript? You probably need to do that too if you haven't.
None.
Only the game crashes in the middle, I can't tell why and when, sometimes it does.
Did you change the Science Vessel's turret's iscript? You probably need to do that too if you haven't.

I didn't know that.
What changes am I supposed to make?
Here is the script, in which I changed both normal science vessel and added a new one (ISID 500)
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 260 ScienceVessel (terran\wessel.grp)
.headerstart
IsId 88
Type 12
Init ScienceVessel_Base_Init
Death ScienceVessel_Base_Death
GndAttkInit ScienceVessel_Base_GndAttkInit
AirAttkInit ScienceVessel_Base_AirAttkInit
Unused1 [NONE]
GndAttkRpt ScienceVessel_Base_GndAttkInit
AirAttkRpt ScienceVessel_Base_AirAttkInit
CastSpell ScienceVessel_Base_CastSpell
GndAttkToIdle ScienceVessel_Base_GndAttkToIdle
AirAttkToIdle ScienceVessel_Base_GndAttkToIdle
Unused2 [NONE]
Walking ScienceVessel_Base_Walking
WalkingToIdle ScienceVessel_Base_Walking
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
ScienceVessel_Base_Init:
imgol 261 0 0 # ScienceVesselTurret (terran\wesselt.grp)
imgul 262 0 42 # ScienceVesselShad (terran\tveShad.grp)
playfram 0
goto ScienceVessel_Base_Walking
ScienceVessel_Base_Walking:
wait 125
goto ScienceVessel_Base_Walking
ScienceVessel_Base_Death:
playsnd 348 # Terran\VESSEL\TVeDth00.WAV
imgol 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
ScienceVessel_Base_GndAttkInit:
imgol 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
imgol 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
nobrkcodeend
gotorepeatattk
sigorder 2
goto ScienceVessel_Base_GndAttkToIdle
ScienceVessel_Base_GndAttkToIdle:
wait 125
goto ScienceVessel_Base_Walking
ScienceVessel_Base_AirAttkInit:
imgol 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
attackwith 2
nobrkcodeend
gotorepeatattk
goto ScienceVessel_Base_Walking
ScienceVessel_Base_CastSpell:
imgol 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
castspell
nobrkcodeend
gotorepeatattk
sigorder 2
goto ScienceVessel_Base_Walking
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 261 ScienceVesselTurret (terran\wesselt.grp)
.headerstart
IsId 89
Type 12
Init ScienceVessel_Turret_Init
Death ScienceVessel_Turret_Death
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell ScienceVessel_Turret_CastSpell
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking ScienceVessel_Turret_CastSpell
WalkingToIdle ScienceVessel_Turret_CastSpell
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
# This is my Science vessel 2, uses unit\CustomGRP\scivessel2.grp
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
.headerstart
IsId 500
Type 12
Init Unknown500Init
Death Unknown500Death
GndAttkInit Unknown500GndAttkInit
AirAttkInit Unknown500AirAttkInit
Unused1 [NONE]
GndAttkRpt Unknown500GndAttkInit
AirAttkRpt Unknown500AirAttkInit
CastSpell Unknown500CastSpell
GndAttkToIdle Unknown500GndAttkToIdle
AirAttkToIdle Unknown500GndAttkToIdle
Unused2 [NONE]
Walking Unknown500Walking
WalkingToIdle Unknown500Walking
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
Unknown500Init:
imgol 261 0 0 # ScienceVesselTurret (terran\wesselt.grp)
imgul 262 0 42 # ScienceVesselShad (terran\tveShad.grp)
playfram 0x00 # frame set 0
goto Unknown500Walking
Unknown500Walking:
wait 125
goto Unknown500Walking
Unknown500Death:
playsnd 348 # Terran\VESSEL\TVeDth00.WAV
imgol 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
Unknown500GndAttkInit:
imgol 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
imgol 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
wait 5
attackwith 1
nobrkcodeend
gotorepeatattk
sigorder 2
goto Unknown500GndAttkToIdle
Unknown500GndAttkToIdle:
wait 125
goto Unknown500Walking
Unknown500AirAttkInit:
imgol 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
attackwith 2
nobrkcodeend
gotorepeatattk
goto Unknown500Walking
Unknown500CastSpell:
imgol 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
castspell
nobrkcodeend
gotorepeatattk
sigorder 2
goto Unknown500Walking
None.
Add the same changes to the Science Vessel turret that you added to the Science Vessel: give it a GndAttkInit and GndAttkToIdle.
None.
Add the same changes to the Science Vessel turret that you added to the Science Vessel: give it a GndAttkInit and GndAttkToIdle.
Thanks pal =)
I also figured out why did the game crash each time I tried to load map. It seems that the game doesn't like when I load a frame other than 0x00.
Basically scivessel2.grp ( I am talking about that renegade science vessel ) has 17 frames, but they do not represent a turning animation, rather it just changes the bar with colors from red to green. So when I put in my Iscript.bin starting frame 5 or 0x05, it crashes the game instantly when I load the map. Strangely enough, SCMDraft seems to be ok with it, and shows science vessel with green color bar like it is supposed to with frame 5. But the game still crashes!!
None.
You don't need to use 0x05... "playfram 5" is equivalent. Try that instead. If it still doesn't work, then the problem is a strange equivalency error/mishandling error of sorts, and StarCraft will only accept frame 0.
I still think you're doing something wrong. I just don't know what because the problem is still to obscure.
Quote from name:New-.Hydrolisk
You don't need to use 0x05... "playfram 5" is equivalent. Try that instead. If it still doesn't work, then the problem is a strange equivalency error/mishandling error of sorts, and StarCraft will only accept frame 0.
I still think you're doing something wrong. I just don't know what because the problem is still to obscure.
Alright, if you think I made a mistake, I can give my MPQ and a map. I would greatly appreciating you fixing this, cause I had trouble with this from the beginning, all because of a frame. It sounds like you are experienced, so you would probably fix it if you could... else its
well...
Forged up Ship
you know...

EDIT:
Didn't include map, sorry, just take a random map (with SCMDraft) and put there terran\*\unused (it is a mercenary gunship or scivessel2.grp)
http://www.yousendit.com/download/dVlwOU1TeFVoeVpMWEE9PQ
None.