Staredit Network > Forums > Modding Assistance > Topic: Need help with some abilities
Need help with some abilities
Apr 14 2014, 7:59 am
By: Arkane  

Apr 14 2014, 7:59 am Arkane Post #1

Poopies. Just Poopies.

I wanted to give the corsair the ability to go super fast. So I thought I'd give him an afterburner esque ability. But then I realized that I have absolutely no idea how to make a new ability.

Basically, if the afterburners are off, the corsair can attack.


However, if the afterburners are on, the corsair CANNOT attack but flies really fast.


If I turned the afterburners off, the corsair gets to attack again.

How do I make that work?

Another thing is that I kinda want the Reaver to act like an actual artillery unit. It still has to build scarabs for ammo though. The thing is, how do I make the scarabs appear on the target and not on the attacker?



Sort of wish that the SCBW Modding Community was still active. </3

Apr 14 2014, 7:47 pm Sand Wraith Post #2

she/her

_AFTERBURNERS_

I don't remember if the old Valkyrie Afterburners was actually fully implemented. If they were, you might be able to implement your idea simply by correctly setting properties through Firegraft.

Otherwise: use Firegraft to set up the buttons such that it mimics the Cloak button to the extent that once you activate the Afterburners, the button set remains correct throughout the Corsair's life (ex. activating Afterburners, select a Probe, and then selecting the Corsair again shows the Corsair with the Deactivate Afterburners button).

Then, through a plugin, detect the activation of the Afterburners and the deactivation. When activating, you can try to set the Corsair's flingy or sprite properties (I don't remember which will be more relevant -- check sprites.dat and flingy.dat) so that the top speed or acceleration or so on for the Corsair is at some high value. Also set a flag for that Corsair such that it will be unable to attack (one of the bit fields in the UNIT struct will correspond to this effect -- it should be documented in the GPTP).

Conversely, when deactivating, set the top speed or acceleration back to the default value. Also revert the Corsair's attack flag. (Be aware that other property-changing abilities may conflict with this method of preventing attacks if you use the standard bit field instead of setting up a new, custom flag that runs in parallel to the standard UNIT struct. Or something.)




Apr 15 2014, 8:16 am Raygoza Post #3



By the way, do you want the corsair to be unable to attack while afterburners are on or do you want to deactivate afterburners once the corsair attacks while using afterburners?



None.

Apr 15 2014, 1:52 pm Arkane Post #4

Poopies. Just Poopies.

Quote from Raygoza
By the way, do you want the corsair to be unable to attack while afterburners are on or do you want to deactivate afterburners once the corsair attacks while using afterburners?

The first one. I want the corsair to lose its ability to attack when the AB's are on. But the corsair gets it back when its off.



Sort of wish that the SCBW Modding Community was still active. </3

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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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