Staredit Network > Forums > Modding Assistance > Topic: unit size and armed civilian
unit size and armed civilian
Dec 20 2009, 1:15 pm
By: guitarjohnny  

Dec 20 2009, 1:15 pm guitarjohnny Post #1



hello folks,

im new to the sc mod scene and im trying my best to get a rpg mod working :)
here i got some questions:

1. how can i change the ingame size of an unit? im talking about the optical size. i want to get an arbiter which is 150% of its normal size. i already tried it with datedit and arsenal without sucess. i also decompiled the arbiter-grp with retrogrp. after this i enlarged all bmp files and compiled it again -> arbiter is still at normal size.

2. i want to get an armed civilian and already read all topics posted here. unfortunately im too dumb to understand the scripting completely. is there any resource for iscripts where i can find a complete armed civilian script? does anybody of you got one and is willig to share it with me?
just a basic civilian, who can fire a gun (c10 or something).

3. do you got a good link for a grp-resource page for starcraft models?

thanks in advance and merry christmas :-)

johnny



None.

Dec 20 2009, 2:20 pm Biophysicist Post #2



1) What did you put the resulting GRP in your MPQ/EXE as? It should be "protoss\arbiter.grp". (You do know how to edit MPQs, right? If not, I'll be happy to teach you.)

2) Open the Civilian iscript in PyICE. (You can use IceCC if you want, but I find PyICE easier to work with because you don't have to deal with external text files.) Look in the header for "GndAttkInit". Replace "[NONE]" with "CivilianGndAttkInit" . Do the same for AirAttkInit, GndAttkRpt, and AirAttkRpt. Then, replace the "[NONE]" next to "GndAttkToIdle" and "AirAttkToIdle" with "CivilianWalkingToIdle". Last, you'll need to actually write the GndAttkInit block. Below the CivilianInit block, put the following:

Code
CivilianGndAttkInit:
wait 1
attackwith 1
gotorepeatattk
goto CivilianWalkingToIdle


3) This site has one: http://www.staredit.net/download.php?area=browse&special=grp Also check out http://www.staredit.net/maplantis/index.php?sid=000e2c2748;pg=mods www.modcrafters.com and Corboland (Google it) also have IskatuMesk's air/space unit pack, which is very good but only includes flying units and a few buildings.

Also, somewhat off-topic, but I'd install ShadowFlare's Realm and a downgrader. Check out http://www.staredit.net/?p=modnight

Good luck with your modding endeavors. If you ever need help, contact me on MSN, AIM, or YIM. Contact info is in my profile.

EDIT: Oh, if I were you, I'd get the Python Modding Suite by poiuy_qwert. It includes everything except a grafter and, to me at least, is easier to use than other modding programs. (PyDAT has a few glitches, though, so you'll want to keep DatEdit around. Make sure you have the latest version of DatEdit, by the way.)



None.

Dec 20 2009, 4:14 pm guitarjohnny Post #3



hi mate,

thanks for your kind reply, i will check this civilan-script out.

i know now, that i did a mistake with the arbiter because i linked the file as units/protoss/arbiter.grp. now i got the correct path and see the change ingame. unfortunately my enlarged arbiter directly causes a crash, so i cant use it.
the resource link you gave me is a really nice adress. i found some cool models i could use instead of the enlarged arbiter model.
i can implement for example the nemesis.grp model and it work fine ingame, but when attack something, it directly causes a crash.

i dont really unterstand why, since i just switched the original arbiter model for a custom one. since the arbiter has a air and ground attack by default i dont have to change scripts, right?
i tried about 3 air models i found on the resource page, every one got the same effect.

i forgot also to ask another question: is it possible to give a carrier more than 8 interceptor slots?

thanks for your help,
cheers
j.



None.

Dec 20 2009, 4:16 pm poiuy_qwert Post #4

PyMS and ProTRG developer

You have to make sure the GRP's have the same amount of frames/frame sets or else the IScript will try and draw a non-existant frame from the GRP and crash.




Dec 20 2009, 4:20 pm Voyager7456 Post #5

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

The Arbiter uses a second frameset for its attack, most units don't have one. You'll have to either A) decompile the graphic and duplicate the frameset, or preferably, edit the iscript so this is no longer the case.



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]


Dec 20 2009, 5:06 pm Dungeon-Master Post #6



I don't know sh*t about modding, but i'm pretty sure that I read somewhere that the Carrier*** and reaver's ability to have hangar units (interceptors and scarabs) is hardcoded, whatever it means, so I think it is either very hard or impossible to change interceptors/scarab properties, except for the sprite and attack I think.

Edit: ***Omfg arbiter... really? sorry!

Post has been edited 1 time(s), last time on Dec 21 2009, 3:50 am by Dungeon-Master.



None.

Dec 20 2009, 7:54 pm Biophysicist Post #7



... Arbiters don't have Interceptors, you know. That's the Carrier.

:hurr:



None.

Dec 20 2009, 9:19 pm BiOAtK Post #8



Quote from Dungeon-Master
I don't know sh*t about modding, but i'm pretty sure that I read somewhere that the arbiter and reaver's ability to have hangar units (interceptors and scarabs) is hardcoded, whatever it means, so I think it is either very hard or impossible to change interceptors/scarab properties, except for the sprite and attack I think.

Have you ever even PLAYED sc?



None.

Dec 21 2009, 2:14 am ShadowFlare Post #9



If you are using the correct number of frames and it is still crashing, try using a different converter. For example, large grp files might possibly not work properly in RetroGRP.



None.

Dec 21 2009, 3:51 am Dungeon-Master Post #10



Sorry about the arbiter mistake, guess I wasn't concentrated.



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