Staredit Network > Forums > Modding Assistance > Topic: enabling noncasters to cast
enabling noncasters to cast
Jan 5 2010, 10:10 pm
By: tummychow  

Jan 5 2010, 10:10 pm tummychow Post #1



OK, so I'm really only modding to mess around with stuff in starcraft and I wanted to make some other units capable of casting spells. For example, carriers with yamato. I also gave corsairs storm, among other things. I used DatEdit and FIregraft to change the button sets and flags so my units could access and use these commands.
However when I tried out this mod, my corsairs could storm but my carriers would crash the game if they yamato'd. After some investigation I discovered that this had to do with the iscript's CastSpell action - since arbiters and sairs have these actions they can go about casting anything but carriers and scouts (among other things) do not have such an entry. When the game reaches for it to cast a spell it doesn't find one and it crashes. (That is how it works right?) But I was unable to find a tutorial on creating one. All I want is for the unit to stand still as the spell is performed - I don't need any animations like High Templars for example (when they cast they lean out and unleash that little ball of psi energy, like their attack animation). So my question boils down to this: how can I create a castspell entry so that the game stops crashing?



None.

Jan 5 2010, 10:23 pm Biophysicist Post #2



Edit the unit's header and change the [NONE] next to CastSpell to <unitname>CastSpell (where <unitname> is the name of the unit). Then, add the following to the unit's iscript:

<unitname>CastSpell:
wait 1
castspell
sigorder 2
goto <whatever the unit uses for its idle animation - usually <unitname>GndAttkToIdle or <unitname>WalkingToIdle>



None.

Jan 5 2010, 10:34 pm tummychow Post #3



Thanks!
If I can choose between walkingtoidle or gndattktoidle, should I make a preference?



None.

Jan 5 2010, 11:50 pm Sand Wraith Post #4

she/her

That will depend on what unit you are using. You will have to study the code for your unit to find out which is more suitable. For example, the Marine lowers his gun in his gndattktoidle animation. If your custom code raises the Marine's gun but does not lower it, you can jump straight to the gndattktoidle animation. If you use the code that TZ (the last user) gave you, walkingtoidle would most likely be appropriate.

Have fun modding.




Jan 6 2010, 3:47 pm tummychow Post #5



OK, new question: When I spawn units with their current armor (at most about 12) units spawn normally. BUt if I take some upgradse and spawn units with significant amounts of armor (I don't have an exact number but at least 17 or something) they come out with less than full health. (All units regenerate but it is unsightly.) How do I solve this problem? Is it even solvable?



None.

Jan 6 2010, 10:05 pm Sand Wraith Post #6

she/her

This may be because your units train too quickly. Consider increasing the build time of your units to 10 ticks.

You should provide better information by providing more specific values rather than ambiguous ones.




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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 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
[2026-6-21. : 4:26 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?
[2026-6-21. : 4:25 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
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