Staredit Network > Forums > Modding Assistance > Topic: Building withmultiple addons
Building withmultiple addons
Apr 13 2009, 7:03 pm
By: Darkmapper  

Apr 13 2009, 7:03 pm Darkmapper Post #1



Is it possible to have one Building (like the CC) witch can carrie multiple addons? Because i want a system like it is shown in Halo wars, so it would be nice to have a CC with 12 Addons.
Anyway, is it possible to edit the place where the addons stays, like having one addon left to the CC and right to it?



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Apr 13 2009, 7:29 pm Biophysicist Post #2



I'm pretty sure you can do multiple addons. Remove the "Must Not Have Addon" or w/e from the DAT Req for the addon in FireGraft, and it should work.

You can edit where the addon appears. It's somewhere in DatEdit (and probably PyDAT). I think it's controlled through images.dat for some reason. I'll have more information for you soon but I don't have access to DatEdit/PyDAT atm.



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Apr 13 2009, 7:47 pm Darkmapper Post #3



thanks very much for this info, man you really helped me out ^^



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Apr 13 2009, 9:35 pm Darkmapper Post #4



so i found where to change the position but i dont really nderstand wich value does what and how much!


so what when i want the control tower right over the machine bay? what do i have to type in?

EDIT: sorry i still dont know how to upload a picture direct seeable so look at the attachement

Attachments:
dunno.jpg
Hits: 14 Size: 170.29kb



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Apr 14 2009, 3:56 am O)FaRTy1billion[MM] Post #5

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Quote
Horizontal distance in pixels at which an addon will be placed. Exists only for units of ID 106-201 (buildings).
Quote
Vertical distance in pixels at which an addon will be placed. Exists only for units of ID 106-201 (buildings).

Read the hints in DatEdit.



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Apr 14 2009, 4:36 am RoryFenrir Post #6



im doing this for my mod, multiple addons. Do you have it where the add on option disapears once you already have that add on? That would be cool but i dont know how to do it :/

i think for the add on overlaping thing you wont beable to place them over eachother, but you could make the overlay building not centered so its actually getting placed above or bellow but it looks like its directly above.



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Apr 14 2009, 9:43 am Darkmapper Post #7



So i tested it out and found out that 32 on x,y is like a half of an addon.

Screenshot 1 Nuke silo Y=96 X=128
Screenshot 2 Comsat station Y=0 X=128

But another problem is how to make negativ volumes like (-96).
When i have 128 and ten press - comes: 65408
I don think that 65408 is he negativ volume of 128?

Attachments:
SCScrnShot_041409_111208.jpg
Hits: 8 Size: 78.08kb
SCScrnShot_041409_111228.jpg
Hits: 9 Size: 81.81kb



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Apr 22 2009, 3:46 am KooKsTeR Post #8



I don't remember if this is a problem but I think it might, a while back I was experimenting with this with another modder. If I recall correctly if you lift off the building and then re-land it you cant attach the building back to both addons, but only one, heck it might not of connected to either, I don't remember.



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Apr 23 2009, 6:11 am Hercanic Post #9

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

In the older version of STF, a structure called the Floating Fortress had two add-ons that built in different locations. A player could create both, but by making the second one the first addon built became permanent and did not become neutral when lifting off.




Apr 24 2009, 8:18 am Dominus Sacerdus Post #10



Quote from Darkmapper
so i found where to change the position but i dont really nderstand wich value does what and how much!


so what when i want the control tower right over the machine bay? what do i have to type in?
Obviously 1 unit of position is the same unit used for measuring the unit dimensions.
I think its pixels maybe. Also I suppose that in order to place multiple addons to the building you would need to make dimensions of the ADDONS themselves smaller.

Anyways its a great idea, if you will make it work out let me know, I could use it in my mod too :bleh:



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[03:29 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.
[08:35 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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