Staredit Network > Forums > Modding Assistance > Topic: Weapon Ranges
Weapon Ranges
Jul 27 2008, 3:36 am
By: rockz  

Jul 27 2008, 3:36 am rockz Post #1

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I need a mod tool which will view weapon ranges. DatEdit fails horribly at this (scv doesn't have the same range as zealot, but DatEdit says it does). Alternatively, you can tell me how to use DatEdit to view/change the correct ranges, rather than have the number rounded down to the nearest half a square.



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Jul 27 2008, 3:44 am Ultraviolet Post #2

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Quote from rockz
I need a mod tool which will view weapon ranges. DatEdit fails horribly at this (scv doesn't have the same range as zealot, but DatEdit says it does). Alternatively, you can tell me how to use DatEdit to view/change the correct ranges, rather than have the number rounded down to the nearest half a square.

You sure they don't have the same range?



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Jul 27 2008, 3:56 am Polaris Post #3



SCV and Zealot have the same range. Its just the SCV is bigger then the zealot, so it seems like it has a bigger range.



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Jul 27 2008, 9:00 pm rockz Post #4

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If I put a zergling and a zealot next to eachother, they can always attack eachother. If I put the scv next to either the zergling or the zealot, only the zealot/zergling can attack the scv unless it's very close.

Likewise, broodling has a very very small range, which is reported to be 0 in datedit.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 27 2008, 10:15 pm FlyingHat Post #5



The SCV doesn't attack them because the worker AI normally doesn't attack units.

ALL melee units have the same range. No matter what.



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Jul 27 2008, 11:12 pm rockz Post #6

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so broodling's AI is the same as an scv? I never knew that.



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Jul 27 2008, 11:46 pm FlyingHat Post #7



Where did I say that? Broodlings aren't workers, they are able to automatically attack other units.



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Jul 28 2008, 12:29 am Magicide Post #8

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Quote from FlyingHat
Broodlings aren't workers, they are able to automatically attack other units.

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On the lines of range, do marines get a range boost when in bunkers?




Jul 28 2008, 12:41 am rockz Post #9

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Quote from FlyingHat
The SCV doesn't attack them because the worker AI normally doesn't attack units.

ALL melee units have the same range. No matter what.

Quote from FlyingHat
Where did I say that? Broodlings aren't workers, they are able to automatically attack other units.
You said scv doesn't attack because the worker AI doesn't work. Broodling won't attack either. Seriously, try it out. I'm talking about two units, owned by the same player, attacking eachother. The scv can attack the broodling, but the broodling has to move the attack the scv. Likewise, the zealot can attack the scv, but the scv has to move. In any case, scv ai is such that if you're that close, it will attack, unless you immediately attack it, where it will run away if the attacker isn't allied.

Quote from name:Lurka
On the lines of range, do marines get a range boost when in bunkers?
yes. I was always under the assumption that it's just +1, but I read somewhere that it's 9 for ghosts in bunkers. I just counted it with unupgraded rines, and it seems to be 168 pixels, or 10.5 zerglings, from the left side of the bunker. That's 5.5 squares. I'm not entirely sure where range is measured from either (if it's from the end of the unit's collision square or the center of the unit).

Post has been edited 2 time(s), last time on Jul 28 2008, 1:06 am by rockz.



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Jul 28 2008, 1:38 pm cbtalnet Post #10



the attack range of the zealot and scv is the same
scv will move to zealot because it has to slowdown
the scv's move control scv is flingy.dat
zealot's move control is iscript.bin,so it hasnt to slowdown before attacking



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Jul 28 2008, 4:52 pm FlyingHat Post #11



Quote from rockz
Quote from FlyingHat
Where did I say that? Broodlings aren't workers, they are able to automatically attack other units.
You said scv doesn't attack because the worker AI doesn't work. Broodling won't attack either. Seriously, try it out. I'm talking about two units, owned by the same player, attacking eachother. The scv can attack the broodling, but the broodling has to move the attack the scv. Likewise, the zealot can attack the scv, but the scv has to move. In any case, scv ai is such that if you're that close, it will attack, unless you immediately attack it, where it will run away if the attacker isn't allied.
The broodling doesn't slap the SCV in the face for drilling a hole in it's arse is because IT'S ALLIED TO THE OTHER UNIT. The reason the units have to move to attack has to do with iscript sequences, stuff in .dat files, and some stuff with the Starcraft engine. All this adds up to say that all melee units have the same range. If units tend to do something it doesn't normally seem to do, that's because of ether AI problems, or some shit Blizzard coded.



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[04:56 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
[04:26 am]
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