Staredit Network > Forums > Modding Assistance > Topic: old and new portraits and flingies
old and new portraits and flingies
Jun 21 2014, 7:36 pm
By: 09xela  

Jun 21 2014, 7:36 pm 09xela Post #1



I found model of dragoon on this site, I tried to replace "Unused Lockdown" (Flingy#147) by it and created unit indexed 179 (was unused cave) with same popetes as dragoon, but with new model. Unit don't moves. In Iscript.bin I hust copied dragoon's code and renamed it's functions. New unit appeared in game, but...
1) health line displays zero both for shields and health.
2) Unit don't moves, and dont attacks.
3) Is any tutorial for new (replacing unused) flingy in the game?

Model: http://www.staredit.net/files/652/

Also, I wanted to find new portraits, a specialy portrait looks like space engineer from Prometheus(2012) film.



None.

Jun 22 2014, 10:24 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

I'm not sure where your problem is, so here's just a quick run through of making the Cave in to a Dragoon. All but the sprites.dat settings are potential problems preventing the unit from moving and attacking correctly, and the sprites.dat settings may be why health is displaying incorrectly (if I understand the problem).

In units.dat in the Basic tab make sure Has Shields is correct and the weapons are all correct. Make sure the appropriate values in the Advanced tab are set, key points are to make sure the Building flag is unchecked, Battle Reactions checked , Full Auto-Attack checked, and the movement flags are correct (dragoon has 0x1 checked). In the AI Actions tab all three Idles and the Attack Move should say Guard (Normal), and Attack Unit should say Attack Unit (Normal). Right click Action should be Normal Movement/Normal Attack.

In flingy.dat, make sure you set Move Control to Iscript.bin Control.

Hit the 'jump' button to go to the appropriate sprites.dat entry.
In sprites.dat, set your selection circle and health bar values. (Dragoon default is Sel. Circle 2, Health Bar 31, Vert. Position 9).

Hit Jump again to go to the Images.dat entry.
In images.dat, set the Remapping Function to 0 (Normal Draw), and the Remapping to 0 (No remapping). Check Clickable and Use Full Iscript.

And finally you may want to use Firegraft to give the Cave the Basic Commands button set so you can control it with more than just right clicking or as a group.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
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Jul 4 2014, 11:57 am 09xela Post #3



I solved this one myself, by enabling all options of dragoon's sprite/image :bleh: But there are still trouble with portrait: when I tried to set Jack Storm portrait for Tom Kazansky - there are no portrait displayed=(
I added 4 lines into "arr\portdata.tbl":
Quote
Ukazansk\TPhfId0<0>
Ukazansk\TPhTlk0<0>
nadvisor\nadfid0<0>
nadvisor\nadftlk0<0>
NONE of these portraits works! I selected them for Tom and Hybrid, but they just displays empty screen. smk file existing, and names written exactly. I wander where can be mistake...

Post has been edited 1 time(s), last time on Jul 4 2014, 12:04 pm by 09xela.



None.

Jul 4 2014, 5:29 pm O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

They are added to the mpq as portrait\ukazansk\tphfid0#.smk, right? And you are replacing an entry in portraits.dat? If all the .dat references are correct, the only thing I can think of is if the portraits are made incorrectly or using the wrong palettes. Did you make them or are they from a database? You may want try replacing the names with an existing portrait you are replacing (such as nadvisor\nadfid0 already exists, so you don't need to add it to the tbl).



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jul 10 2014, 6:04 pm 09xela Post #5



Interesting details. When I try to select foreign unit - portrait works normal!



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