And Zerg Hatchery evolves two times, researches four upgrades (three for overlord + burrow), produces larva, creep, and indirectly all units
While the Nexus... makes probes. That's all it does.
I wanted to make the Nexus be able to attack air at least, to give it come utility
So, here's what I did:
* Custom weapon
* Assign it as second weapon
* Commands change (make it like Missile Turret)
* Add auto attack to unit properties
* ...And then, I edited the iscript
Yet the game still crashes whenever it would attack

My belief is there is something wrong with the iscript, since if it would not attempt to attack it would not crash?
Then again, no unit/building that can attack can also research or construct. So I'm not sure about the game's limitations in this regard.
Iscript here:
Quote
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 179 Nexus (protoss\nexus.grp)
.headerstart
IsId 177
Type 21
Init NexusInit
Death NexusDeath
GndAttkInit [NONE]
AirAttkInit NexusAirAttkInit
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt NexusAirAttkInit
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle NexusAirAttkToIdle
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built NexusBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking NexusIsWorking
WorkingToIdle NexusIsWorking
WarpIn NexusWarpIn
.headerend
# ----------------------------------------------------------------------------- #
NexusInit:
imgul 182 0 0 # Nexus Shadow (protoss\pneShad.grp)
playfram 0x00 # Frame set 0
goto NexusIsWorking
NexusIsWorking:
wait 125
goto NexusIsWorking
NexusDeath:
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
NexusAirAttkInit:
wait 1
attackwith 2
gotorepeatattk
goto NexusIsWorking
NexusAirAttkToIdle:
playfram 0x00 # Frame set 0
wait 2
goto NexusAirAttkToIdle
NexusBuilt:
imgol 181 0 0 # Nexus Overlay (protoss\pneGlow.grp)
goto NexusIsWorking
NexusWarpIn:
imgol 180 0 0 # Nexus Warp Flash (protoss\nexus.grp)
goto NexusIsWorking
# This header is used by images.dat entries:
# 179 Nexus (protoss\nexus.grp)
.headerstart
IsId 177
Type 21
Init NexusInit
Death NexusDeath
GndAttkInit [NONE]
AirAttkInit NexusAirAttkInit
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt NexusAirAttkInit
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle NexusAirAttkToIdle
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built NexusBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking NexusIsWorking
WorkingToIdle NexusIsWorking
WarpIn NexusWarpIn
.headerend
# ----------------------------------------------------------------------------- #
NexusInit:
imgul 182 0 0 # Nexus Shadow (protoss\pneShad.grp)
playfram 0x00 # Frame set 0
goto NexusIsWorking
NexusIsWorking:
wait 125
goto NexusIsWorking
NexusDeath:
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
NexusAirAttkInit:
wait 1
attackwith 2
gotorepeatattk
goto NexusIsWorking
NexusAirAttkToIdle:
playfram 0x00 # Frame set 0
wait 2
goto NexusAirAttkToIdle
NexusBuilt:
imgol 181 0 0 # Nexus Overlay (protoss\pneGlow.grp)
goto NexusIsWorking
NexusWarpIn:
imgol 180 0 0 # Nexus Warp Flash (protoss\nexus.grp)
goto NexusIsWorking
My other idea is the problem being related to the overlay. The Nexus is one of the few structures where the overlay is not completely pointless (since it uses bfire palette which has specific instantiating, such as the nexus lights being more visible in Ice maps), so I will would like to keep it if possible
Post has been edited 2 time(s), last time on Mar 8 2026, 10:06 am by NimoStar.
None.




