Staredit Network > Forums > Modding Assistance > Topic: Making spider mines move
Making spider mines move
Jan 10 2009, 10:34 pm
By: ForTheSwarm  

Jan 10 2009, 10:34 pm ForTheSwarm Post #1



How do you do it? I've changed its AI orders so that Right Click Action is Normal movement/no attack and so that it doesn't burrow. I've also given it the Move button.



None.

Jan 12 2009, 10:32 pm ForTheSwarm Post #2



Help please?



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Jan 13 2009, 3:13 am modmaster50 Post #3



"And so that it doesnt burrow" Please explain what exactly you changed to do this.



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Jan 13 2009, 3:15 am ForTheSwarm Post #4



Changed idle actions to Guard from (Script) Spider Mine.



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Jan 13 2009, 3:19 am modmaster50 Post #5



Hmmm...Then Im not sure. I dunno if there is a hardcoded limitation on mines though.



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Jan 13 2009, 8:14 pm Lord Malvanis Post #6



Mines can be made moveable, I've seen it in a mod before. I just can't remember which one it was



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Jan 13 2009, 9:21 pm Praecipitator Post #7



I think Sickel had that, and I also think they just gave the model to some other unit



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Jan 13 2009, 11:12 pm modmaster50 Post #8



The sickel unit is not a placed mine, its a scouting unit trained at a building. Like Praecipitator said, its not really an example of making spider mines movable.



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Jan 14 2009, 2:41 am ForTheSwarm Post #9



Well if it's hardcoded, that's alright- it isn't super important. But if it can be done I'd like to know how.



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Jan 14 2009, 3:48 am poiuy_qwert Post #10

PyMS and ProTRG developer

You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.




Jan 14 2009, 4:08 am Biophysicist Post #11



Quote from poiuy_qwert
You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.
Quick question: Can you do that to Dweb, Dstorm, and/or Scanner Sweep?



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Jan 14 2009, 4:30 am FlyingHat Post #12



Quote from name:TassadarZeratul
Quote from poiuy_qwert
You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.
Quick question: Can you do that to Dweb, Dstorm, and/or Scanner Sweep?
Noez.



None.

Jan 14 2009, 4:33 am modmaster50 Post #13



Quote from FlyingHat
Quote from name:TassadarZeratul
Quote from poiuy_qwert
You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.
Quick question: Can you do that to Dweb, Dstorm, and/or Scanner Sweep?
Noez.

So the created ID exe edits dont work for abilities? Awww, I wanted to make some summoner dude that makes minions with Dswarm :P.



None.

Jan 14 2009, 4:37 am poiuy_qwert Post #14

PyMS and ProTRG developer

Actually if you also change the Timer EXE edit for those spells to 0 then it might work.




Jan 14 2009, 3:48 pm Clokr_ Post #15



Changing the AI orders to guard (normal), the attack one to attack unit (normal), the right click one to normal mov/normal attack will do.



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