Currently im trying to put SV turret on tank turret place. I've been using DatEdit1.5-->Units-->graphics to do so, but in the end i have turret floating above tank's base.
I think this has something to do with sprite offset,becouse fire sprite is in the right place. Can anyone help me, please?
None.
Hey! Welcome to modding. Please enjoy your torment.
Uh... I think your issue is with LO? files. I don't quite remember how they work off the top of my head; I'll look into them and send you one that you can add to your MPQ to fix this.
None.
Im begining to think that this has nothing to do with
image offset. In the image itself ,how we can see , vessel turret is positioned
above image's center and thus above tank's normal turret position.
What do you think?
P.S.If i'm making any grammar mistakes just tell me.
Attachments:
None.
Yah, I understand. It's a LO? file issue. Fixing the LO? file would be the real way to fix it, but I'm actually not sure how. However, you could just call setvertpos in the turret's iscript, come to think of it.
Also, I am not sure if just changing the tank turret's graphic is the way to do it; I doubt that the tank turret has attack animations defined, so it would crash when the tank attacks. You'll need to update your iscript.bin file if you haven't done so already.
None.
Could you be more specific about scripting? This damn turret just wont go down!Here is what i've already done...
iscript code

# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sat Mar 17 19:51:14 2012
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# 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 ScienceVessel_Tank_TurretGndAttkInit
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt ScienceVessel_Tank_TurretGndAttkInit
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle ScienceVessel_TurretGndAttkToIdle
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking ScienceVessel_TurretGndAttkToIdle
WalkingToIdle ScienceVessel_TurretGndAttkToIdle
SpecialState1 ScienceVessel_TurretGndAttkToIdle
.headerend
# ----------------------------------------------------------------------------- #
ScienceVessel_Turret_Init:
playfram 0x00 # frame set 0
wait 1
goto ScienceVessel_Turret_CastSpell
ScienceVessel_TurretGndAttkToIdle:
wait 125
goto ScienceVessel_TurretGndAttkToIdle
ScienceVessel_Turret_CastSpell:
wait 125
goto ScienceVessel_Turret_CastSpell
ScienceVessel_Turret_Death:
wait 1
end
ScienceVessel_Tank_TurretGndAttkInit:
wait 1
nobrkcodestart
playsnd 68 # Bullet\TTaFir00.wav
imgol 536 0 0 # Unknown536 (thingy\ettFlash.grp)
wait 2
attackwith 1
nobrkcodeend
gotorepeatattk
goto ScienceVessel_TurretGndAttkToIdle
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 251 SiegeTankTankTurret (terran\tankt.grp)
.headerstart
IsId 91
Type 13
Init SiegeTank_Tank_TurretInit
Death SiegeTank_Tank_TurretDeath
GndAttkInit SiegeTank_Tank_TurretGndAttkInit
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt SiegeTank_Tank_TurretGndAttkInit
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle SiegeTank_Tank_TurretGndAttkToIdle
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking SiegeTank_Tank_TurretGndAttkToIdle
WalkingToIdle SiegeTank_Tank_TurretGndAttkToIdle
SpecialState1 SiegeTank_Tank_TurretGndAttkToIdle
.headerend
# ----------------------------------------------------------------------------- #
SiegeTank_Tank_TurretInit:
wait 1
setfldirect 12
goto SiegeTank_Tank_TurretGndAttkToIdle
SiegeTank_Tank_TurretGndAttkToIdle:
wait 125
goto SiegeTank_Tank_TurretGndAttkToIdle
SiegeTank_Tank_TurretDeath:
wait 1
end
SiegeTank_Tank_TurretGndAttkInit:
wait 1
nobrkcodestart
playsnd 68 # Bullet\TTaFir00.wav
imgol 536 0 0 # Unknown536 (thingy\ettFlash.grp)
wait 2
attackwith 1
nobrkcodeend
gotorepeatattk
goto SiegeTank_Tank_TurretGndAttkToIdle
Which is BBcode for hide large texts?
P.S.Actually i'm trying to make this turret work on vulture in order to create something like Diamondbacks from SC 2:fast harras unit wich can fire on move, but decided to practice first with only unit wich can fire on move ( given proper treatment

).
Edit: I've made some progress, lol vulture
Attachments:
Post has been edited 3 time(s), last time on Mar 18 2012, 9:20 am by XelNaga.
None.
Which is BBcode for hide large texts?
[collapse=Collapse Box
][
/collapse], replacing "Collapse Box" with a title for the box. You can get this BBCode from the "Special" dropdown.
Anyway, try sticking setvertpos # in the turret's init animation, where # is a number of pixels to shift it downwards. (Yes, downwards; iirc it is backwards.) Though if the normal Vessel turret uses the same image (or the same IsID), this would affect it too, though there are ways around that.
None.
Dont you see? I've already tried to put that comand anywhere: in tank's turret inizialization,in turret inizialization, in sv turret inizialization....
It work perfectly with SV but dont give a **** with modified tank's turret.
I guess there are only two possibilities:
1)Edit turret's grp to make it lower.
2)Edit tanks lo? file (btw i still dont know how)
Whatever....
None.
No, I don't see; I don't see any setvertpos calls in that script. >.>
None.
Sorry, wrong script

. But i want to ask: In wich part of the code should i put that command (today i'm already tired of thinking

)
None.
The init animation of the turret, right after the first playfram.
None.