Staredit Network > Forums > Modding Assistance > Topic: Several modding questions
Several modding questions
Jul 17 2012, 7:27 am
By: Rye123  

Jul 17 2012, 7:27 am Rye123 Post #1



Please help with these questions!
1.) Is there a way to give the command centre an attack?
2.) Is there a way to make refineries give cash every few seconds instead of SCVs?
3.) Is it possible to change a unit's speed?
4.) Is it possible to make a mobile bunker?

Thanks!

Post has been edited 1 time(s), last time on Jul 17 2012, 8:17 am by Rye123.



None.

Jul 17 2012, 8:50 am IskatuMesk Post #2

Lord of the Locker Room

1 - firegraft, iscript, datedit
2 - exe edit
3 - flingy.dat or iscript (flingy for air flag, iscript for ground pathing)
4 - not sure, if anything you are likely to encounter hard code or issues related to the overlay I think. Never tried it because I always made my stuff AI friendly and bunkers are far from Ai friendly.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Jul 17 2012, 9:42 am Sand Wraith Post #3

she/her

Fairly certain mobile bunkers are impossible since the attack origin will always be where the bunker was first created.




Jul 17 2012, 12:23 pm Rye123 Post #4



How do I go about doing the possible ones?



None.

Jul 17 2012, 12:48 pm Biophysicist Post #5



Command Center with an attack... First, you'll need to give it a weapon in units.dat. Second, you'll need to make the graphic turn in, iirc, images.dat, but I'm very unsure about this step. Third, give it an attack animation in iscript.bin; look at the Photon Cannon script if you need an example, or one of the tutorials floating around. Lastly, give it an attack button in Firegraft.

Refineries giving cash periodically will require either triggers or a plugin, as opposed to an EXE Edit like Iskatu said as there isn't one for that. I'm unsure of how to import triggers into a mod, though, honestly.

Unit speed is controlled by iscript.bin and optionally also by flingy.dat. The move command in iscript must go in a walking animation, and makes the unit move up to that many pixels that frame. Like, move 7 will make it move up to 7px. For flingy.dat, you must set the unit to flingy.dat control in the graphics tab of units.dat, then edit the flingy, and it should be obvious how.

Mobile Bunkers are weird. As Hydro said, the units attack from where they were loaded, not the actual center of the Bunker. I don't see any way to do it.



None.

Jul 17 2012, 2:10 pm Sand Wraith Post #6

she/her

You could look at how the Photon Cannon attacks. You may not need the Command Centre to turn in order to attack. Again, see the Photon Cannon and its various properties.

I think triggers need some work with modifying existing triggers of game type rules. I don't remember how to do any of this.




Jul 17 2012, 11:06 pm IskatuMesk Post #7

Lord of the Locker Room

Firegraft plugin = ultimately an exe edit. Haven't messed with triggers. I think you can port triggers into a mod by replacing the default .got files or whatever they were. You can't use locations, though, AFAIK. Not something I did much with other than to change starting resources.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Jul 18 2012, 6:01 pm poiuy_qwert Post #8

PyMS and ProTRG developer

Triggers are done with .got templates and their associated .trg files. But as IskatuMesk mentioned locations don't normally work. The reason you can't normally use locations with got trg's is that all the locations are positioned at 0,0 with size 0,0 (even "Everywhere") when not in UMS. But you can use LocUnlock plugin to be able to modify the locations through triggers. You'll also need to use a custom .trg compiler to generate the LocUnlock actions. PyTRG (from PyMS) has built in support, ProTRG can compile them though you'll have to make the actions raw, and there may be some other programs but I can't think of any.
The other problem with got trg's is that some actions seem to be disabled in melee, so even though you have locations they just dont work. What the OP wants to do should definitely work (off the top of my head, all Conditions should work, just some actions might not work, like: GiveUnitsToPlayer and Modify Shields).

(Note: All programs menioned can be found in my sig.)




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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.
[08:35 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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