Staredit Network > Forums > Modding Assistance > Topic: Making stasis field hit image as a weapon
Making stasis field hit image as a weapon
Dec 18 2008, 5:19 am
By: Lunes Madness  

Dec 18 2008, 5:19 am Lunes Madness Post #1



i don't know but when this weapon fires it just appear in a split second not finishing its animation and worst is it doesn't make any damage to a unit.

Code
# This header is used by images.dat entries:
# 965 HaloRocket (thingy\esfHit.grp)
.headerstart
IsId               378
Type               2
Init                           HaloRocketInit(*)
Death               HaloRocketDeath
GndAttkInit         HaloRocketGndAttkInit
AirAttkInit         [NONE]
.headerend
# ----------------------------------------------------------------------------- #

HaloRocketInit:
    wait               1
    sigorder           1
    wait               1

HaloRocketGndAttkInit:
    playfram           0
    playsnd             1064     # Protoss\Darchon\Parahit.wav
    domissiledmg
    wait               1
    playfram           1
    wait               1
    playfram           2
    wait               1
    playfram           3
    wait               1
    playfram           4
    wait               1
    playfram           5
    wait               1
    playfram           6
    wait               1
    playfram           7
    wait               1
    playfram           8
    wait               1
    goto         HaloRocketDeath            

HaloRocketDeath:
    wait               1
    end                

(*) i don't know why this part is displaced, its not suppose to be like that in the first place

btw sometimes ive seen a playfram with x00 (something like that), what does this x00 mean?

Post has been edited 1 time(s), last time on Dec 18 2008, 5:29 am by Lunes Madness.



None.

Dec 18 2008, 9:19 am Lunes Madness Post #2



now ive managed to make another version. ive copy the iscript of ATS/ATA battery with a death animation of stasis field. aside from the slow animation of the laser (which i don't know why) it quite works. now my problem is that is still doesn't make any damage...

Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 965 HaloRocket (bullet\SMmissle.grp)
.headerstart
IsId               378
Type               2
Init               HaloRocketInit
Death               HaloRocketDeath
GndAttkInit         HaloRocketGndAttkInit
AirAttkInit         [NONE]
.headerend
# ----------------------------------------------------------------------------- #

HaloRocketInit:
    tmprmgraphicstart    
    trgtrangecondjmp     40 LasersLocal00
    tmprmgraphicend    
LasersLocal00:
    playfram           0x00     # frame set 0
    playsnd             74     # Bullet\TPhFi100.wav
    wait               1
    sigorder           1
    wait               1
    goto               HaloRocketGndAttkInit

HaloRocketGndAttkInit:
    wait               125
    goto               HaloRocketGndAttkInit

HaloRocketDeath:
    imgol               364 0 0     # stasisfieldhit (thingy\esfHit.grp)
    playsnd             8     # Bullet\ExploMed.wav
    domissiledmg      
    wait               1
    end    




None.

Dec 18 2008, 10:50 am Lunes Madness Post #3



Wooh! :lol: at last! after an hour of talking to myslef, ive finally make this thing work! :lol:

now this topic ends with only me whose posting thx! :-_-:



None.

Dec 18 2008, 6:54 pm poiuy_qwert Post #4

PyMS and ProTRG developer

Good job. I havn't really looked at the problem, but you probably should have posted the answer to your problem so others with the same problem can fix it and other people can learn from it.




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