Staredit Network > Forums > Modding Assistance > Topic: Scripting work animations
Scripting work animations
Jun 30 2017, 12:27 am
By: Pr0nogo  

Jun 30 2017, 12:27 am Pr0nogo Post #1



I'm trying to add work animations to the buildings that currently don't have any (gateway, robotics facility, spawning pool, hydralisk den, the list goes on...) and would like to know what the best way to script them into the game would be. I've tried just iscripting them after importing the animation as an additional frame to the structure, but no dice. For reference, I'll post my script below, in case there's something wrong with it.

iscript

This script doesn't show any changes during production, but afterwards the shadow is removed. I have a feeling that's just because the animation headers are incorrectly specified, but I'm not very well-versed in this field. I don't want to do what blizzard did and add overlays, since that would require cannibalizing some existing image and iscript IDs. Ideally I'd be able to add these animations without taking any features away. Any ideas?

Thanks in advance.




Jun 30 2017, 1:10 am Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

Are you looking for the animation to play while you are training a unit from the Gateway? If so, you need to replace the IsWorking animation, not WorkingToIdle. You also want to change that goto statement at the end to repeat the IsWorking animation if you want it to play for the entire time a unit is under production.

As for the shadow - did you add additional frames the to the shadow GRP?



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Jun 30 2017, 1:49 am Pr0nogo Post #3



Changing all that stuff appears to have fixed it. Thanks! I'll post here again if I have any other problems.




Jun 30 2017, 3:39 am Pr0nogo Post #4



All was working well, but some stubborn structures don't want to play nice. Pastebin dumps of the iscripts are linked below.

The robotics facility, fleet beacon, and arbiter tribunal don't change frames when working, almost as if the animations aren't being used.

The templar archives' shadow flickers during the IsWorking script.

Each grp has 3 frames. Frame 0 and 1 are identical and unchanged. Frame 2 has the lights dimmed so the flickering animation happens, similar to how the nexus and co. flicker. Each shadow grp has 3 identical frames, so the templar archives issue shouldn't be happening.




Jun 30 2017, 3:46 am Voyager7456 Post #5

Responsible for my own happiness? I can't even be responsible for my own breakfast

Can you PM me the GRPs you're using?



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Jun 30 2017, 3:49 am Pr0nogo Post #6



Here you go




Jun 30 2017, 9:51 pm Pr0nogo Post #7



I've resolved all issues. Thanks for your help Voy!




Jun 30 2017, 11:14 pm Voyager7456 Post #8

Responsible for my own happiness? I can't even be responsible for my own breakfast

Glad you resolved them.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Jul 1 2017, 12:41 am Pr0nogo Post #9



Here are the fruits of my labor:

Zerg:




Protoss:






Jul 1 2017, 1:30 am Black_Overseer Post #10



must change Building ".lof" thing too.
In the event of fire or bleed, game crashes.




Jul 1 2017, 1:42 am Pr0nogo Post #11



Good catch. Any tips on what specifically to change?




Jul 1 2017, 1:50 am Black_Overseer Post #12



using PyMS PyLO.
just copy paste, very easy. :)



Attachments:
archives.lof
Hits: 0 Size: 0.57kb




Jul 1 2017, 1:55 am Pr0nogo Post #13



So I copy and paste for how many extra frames I added to the grp? That seems very easy. Thanks!




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