Staredit Network > Forums > Modding Assistance > Topic: How do: Remove Gui Montag's Flame animation, scattered laser
How do: Remove Gui Montag's Flame animation, scattered laser
Oct 7 2014, 9:44 am
By: Arkane  

Oct 7 2014, 9:44 am Arkane Post #1

Poopies. Just Poopies.

Just what the title says.

I want to remove Gui's flame attack animation as I'm going to turn him into a unit that fires three Hellfire Missiles all at once. I know that its going to take some iscripting or something like that and I'm pretty much shite with it. I want it specifically for that unit while the rest of the normal firebats retain their usual flamethrower attack.

Another thing I want to do is to have a scattered laser attack for Hero Battlecruisers. Kind of like that Hero BC unit from "The Gallantry" It fires a volley of lasers at its target(s), scattered all around, with a hit animation of an arclite shock cannon. IF that's a bit complicated for my brain to handle, I'd rather have it do a the normal BC attack but with scattered lasers all around.

Let me reiterate that I'm completely poop on iscript so be easy on the instructions. I would prefer a bullet form instruction for this. ;~;



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

Oct 8 2014, 9:57 pm SCRuler Post #2



You have to check out gui montag's iscript. it directs the flame from there and if you dont edit the attack iscript entries properly it lags and might crash. I can give you mine. I changed my firebats to "messengers" that fire grenades.

Collapse Box




None.

Oct 9 2014, 4:51 am Sand Wraith Post #3

she/her

For your Firebat's attack animation, you would want to do something similar to the following:

Code
FirebatAttk:
wait 1
turncwise 4
attack
turnccwise 4
attack
turnccwise 4
attack
turncwise 4
wait 1
gotorepeatattk
goto FirebatIdle


The key idea to getting your Firebat to shoot three missiles at once in distinct directions is turning a bit, attacking, turning a bit, attacking, etc. and then turning back to face the original direction (mostly so that the animation doesn't look wonky). That is, turn and attack several times and then resetting your Firebat's direction. You may include waits in between each turn-attack pair but note that this will cause the in-game appearance to look as if the Firebat is firing the missiles sequentially instead of only once.

---

The second portion of your problem involves having a distinct Firebat script. To do this, you need to get your Gui Montag unit ID to use a distinct flingy-sprite-image combination (I forgot the exact dependency order, but you can find out pretty easily if you're using DatEdit or PyDAT). The key change to make here would be setting Gui's unique image.dat entry to use a totally unused iscript ID (which I will call x).

You will then have to create a new script for your Gui Montag. You can just copy/paste the Firebat's script, and then replace all occurrences of "Firebat" with "GuiMontag" (or something). Then, modify "IsId 69" to read "IsId x", and, finally, apply your attack script changes to the new and unique GuiMontag script.

---

Your third problem involving the BC firing a shotgun blast or sequential set of lasers is the easiest one here. Something like this will do:

Code
BCAttack:
wait 1
attack
attack
attack
attack
attack # etc.
wait 1


You can also insert some waits in between each attack if you want a machine-gun like effect (or whatever you want).




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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
Please log in to shout.


Members Online: Excalibur