Hi, I am trying to make the Protoss Xel'Naga structure to be buildable, however, it crashes the game when it reaches completion.
I tried copying the Nexus iscript and inserted it on the Xel'Naga but it still crashes. Anyone could help me out please?
EDIT:
Anybody?
Post has been edited 2 time(s), last time on Apr 25 2012, 4:44 am by phantommaelstrom.
None.
It's been several years and I don't have modding tools, so bear with me for a second:
I'm assuming you're having a probe build it as a Protoss structure (warp in, rather). As a protoss building finishes a few animations happen which are probably what are causing the crash.
I'm sorry I can't be more help, but try studying how the 'warp in flash' works for other buildings, check for relevant flags/animations in the .dat files and see what helps.
EDIT: Each building's warp flash has a unique images.dat entry. Creating one for the xel naga temple would be a place to start.
Yes indeed, I am using a Probe to build a third building category called "Super Structures" which contain Special buildings such as the Xel'Naga Temple.
Btw, that seems to be a good idea... yes, I'll try them. By any chance, are you the one who created the mod (I forgot the name, it has been 10 years), that adds new units to Terran, Zerg, and Protoss including special buildings, the Zealot Fist, Protoss Obsidian, etc?
I didn't know there were flash animations, I'll try to look up at the images.
Btw, here's my mod... I call it
StarCraft X.
EDIT:
How do I add a Xel'Naga Temple Flash animation?
Post has been edited 1 time(s), last time on Apr 26 2012, 4:29 pm by phantommaelstrom.
None.
I am many years late, but I just made my Xel'Naga temple warp in with a Nexus image (just a white outline) since that is called from the iscript. You need to call it from the number, copying the code structure from other Protoss buildings.
Here my custom script for the campaign-only Protoss temple (iscript number 189):
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 207 Protoss Temple (neutral\temple.grp)
.headerstart
IsId 189
Type 27
Init TempleInit
Death TempleDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built TempleBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking TempleIsWorking
WorkingToIdle TempleIsWorking
WarpIn TempleWarpIn
Unused3 [NONE]
StarEditInit [NONE]
Disable TempleIsWorking
Burrow [NONE]
UnBurrow [NONE]
Enable TempleIsWorking
.headerend
# ----------------------------------------------------------------------------- #
TempleInit:
playfram 0x00 # Frame set 0
goto TempleBuilt
TempleBuilt:
wait 125
goto TempleBuilt
TempleDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol 215 0 0 # Explosion (Large) (thingy\tBangX.grp)
wait 3
lowsprul 224 0 0 # Protoss Building Rubble (Large) (thingy\PRubbleL.grp)
wait 1
end
TempleIsWorking:
wait 125
goto TempleIsWorking
TempleWarpIn:
imgol 180 0 0 # Nexus Warp Flash (protoss\nexus.grp)
goto TempleBuilt
It works and doesn't crash.
Of course, you can also generate an entry with your preferred warp flash image, as to not reuse an existing warp flash image. It will look more accurate, but you normally have to sacrifice another image entry to turn into your custom warp flash. The number of unused image entries is limited.
If anyone is sensitive to "thread necro" this is my explanation:
- The question was rather important for modding
- Nobody had solved it
and
- This works as future documentation for people
None.