Staredit Network > Forums > Modding Discussion > Topic: [Source] GPTP - SC:V plugins.
[Source] GPTP - SC:V plugins.
Jan 3 2016, 4:15 am
By: KYSXD  

May 1 2019, 4:10 pm KYSXD Post #21



Quote from lucifirius
How did you do the zealot charge?

Basically, I use the unit's energy as a counter for the charge ability. If the energy is full and the target is in range I set energy to 0 and set the unit's stim timer to the value I want.

Quote from lucifirius
Where is the code for the stalker blink?
Where is the code for the psionic transfer?

Here I have a namespace with all the available plugins implemented via game-loop.

Quote from lucifirius
What exactly is meant by "improved shield regen"?

By default, SC:BW regenerates shields at a fixed rate. The "improve" I added is the SCII behaviour: If the unit is not attacked within X seconds (using a unit's value as a timer) recharge the shields (with a bigger rate than the SC:BW default). Here you can take a look to some of the changes I made to make it work.

Quote from lucifirius
What changes in Firegraft do I have to make to implement the charge, blink, and transfer?

That's a tricky one... I do not remember :bleh:
I think the changes in GPTP should do the work.

For the blink and transfer you may need a button to trigger the plugin's behavior.

Maybe I should write more tutorials to explain how the plugins work, but I do not know if it is worth the effort as I don't see many people using the already written (or asking for others).




May 2 2019, 12:31 am lucifirius Post #22



Many thanks!

I guess I can't have everything handed to me and I'll have to figure things out :P



None.

Aug 22 2019, 7:41 am Lagi Post #23



for the Burrow movement to give nice single button for unburrow / burrow. I create 2x button set in firegraft (for zergling and samir duran(burrow zergling)) and replace the button set as the zergling burrow.

samir duran button set, when zergling use burrow movement


//KYSXD - Burrow movement start
void runBurrowedMovement(CUnit *unit) {
if(unit->id == UnitId::ZergZergling &&
scbw::hasTechResearched(unit->playerId, TechId::UnusedTech26) &&
unit->playerId == *LOCAL_HUMAN_ID)
{
if(unit->mainOrderId == OrderId::Burrow) {
unit->_unused_0x106 = (u8)true;
unit->currentButtonSet = UnitId::Hero_InfestedDuran;
}



if(unit->_unused_0x106
&& unit->status & UnitStatus::Burrowed
&& unit->status & UnitStatus::CanNotReceiveOrders) {

unit->status &= ~UnitStatus::Burrowed;
unit->status &= ~UnitStatus::CanNotReceiveOrders;
unit->status |= UnitStatus::IsGathering;

unit->flingyMovementType = 0;
unit->flingyTopSpeed = 853; //match templar. 1280 default by KSYXD
unit->flingyAcceleration = 27; //128
unit->flingyTurnSpeed = 40;
}

if(unit->_unused_0x106
&& unit->mainOrderId != OrderId::Unburrow
&& unit->sprite->mainGraphic->animation != IscriptAnimation::Burrow) {
unit->playIscriptAnim(IscriptAnimation::Burrow);
}

if(unit->_unused_0x106
&& OrderId::Attack1 <= unit->mainOrderId
&& unit->mainOrderId <= OrderId::AttackMove) {
if(unit->orderTarget.unit) {
unit->orderTo(OrderId::Move, unit->orderTarget.unit);
}
else if(unit->orderTarget.pt.x
&& unit->orderTarget.pt.y) {
unit->orderTo(OrderId::Move, unit->orderTarget.pt.x, unit->orderTarget.pt.y);
}
else unit->orderTo(OrderId::Nothing2);
}

if(unit->mainOrderId == OrderId::ReaverStop
&& unit->_unused_0x106) {
unit->_unused_0x106 = (u8)false;
unit->currentButtonSet = UnitId::zergling;

unit->status &= ~UnitStatus::IsGathering;
unit->status |= UnitStatus::Burrowed;
unit->flingyMovementType = 2;

unit->orderTo(OrderId::Unburrow);
}
}
} //KYSXD - Burrow movement end




None.

Nov 9 2020, 4:57 am A_of-s_t Post #24

aka idmontie

Not sure if you still browse here @KYSXD, is the 0.1 branch the stable code for the hooks you were working on here: https://github.com/KYSXD/GPTP-For-VS2008/tree/0.1/GPTP ?



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Jul 13 2024, 4:32 pm KYSXD Post #25



Quote from A_of-s_t
Not sure if you still browse here @KYSXD, is the 0.1 branch the stable code for the hooks you were working on here: https://github.com/KYSXD/GPTP-For-VS2008/tree/0.1/GPTP ?

A little late ;-) , sorry!

So far everything worked at that time. (Well, almost everything, the smart cast had many issues. I think that was not included)

Maybe I could take a look. My coding skills improved and I just realized that there are many new developments since I was gone. Looking promising. :bleh:




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[2026-6-23. : 3:29 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.
[2026-6-22. : 8:35 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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