Staredit Network > Forums > Modding Assistance > Topic: How to reproduce lurker's attack effect.
How to reproduce lurker's attack effect.
Jun 24 2009, 5:48 pm
By: Angle Lock  

Jun 24 2009, 5:48 pm Angle Lock Post #1



pretty self explanatory, there are several spells that I am making requires the subterranean effect....



None.

Jun 24 2009, 6:22 pm Demosthenes Post #2



I don't know how much I can help but I do know that there is a sprites.dat entry for the Lurker's weapon. One [510] Subterranean Spines Hit, and the other [511] Subterranean Spines. As you can see the former is not visible and I assume it has something to do with the splash damage. Anyways, to produce the desired effect you'd want to have a look at the iscript for not only the Lurker itself but also for these two sprites which make up it's attack.



None.

Jun 24 2009, 7:44 pm Angle Lock Post #3



I looked at all 3... and I tried to reproduce it, and there goes the boom...



None.

Jun 24 2009, 8:54 pm Sand Wraith Post #4

she/her

From SEN's very own wiki: http://www.staredit.net/wiki/Making_Weapons_go_Through_targets .




Jun 24 2009, 11:49 pm Angle Lock Post #5



not exactly what I am looking for, I am looking for the way the spikes moves towards the enemy, 1 spike goes down, the next one comes up... if you know what i am talking about.



None.

Jun 25 2009, 1:31 am ShadowFlare Post #6



It is actually fairly simple. As far as the lurker attack, there are 4 parts to it.

In weapons.dat:

1) The weapon goes to the max range.
2) The weapon does splash damage.

In iscript.bin:

3) In the weapon graphic's script's main loop it does damage with the domissiledmg opcode. (technically the lurker attack actually uses a special opcode that only does damage on walkable terrain)
4) Immediately before or after doing damage, it also spawns a sprite with one of the sprite overlay opcodes. (the lurker attack uses a special opcode that only spawns the sprite over walkable terrain)

Note that the graphic for the weapon itself is actually invisible. It is not really well known that the lurker attack actually uses the zerg beacon as its graphic. :lol:

As far as the iscript.bin part, here's the lurker weapon iscript as an example:

Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 985 SubterraneanSpines (zerg\zmarker.grp)
.headerstart
IsId               395
Type               2
Init               SubterraneanSpinesInit
Death               SubterraneanSpinesDeath
GndAttkInit         SubterraneanSpinesGndAttkInit
AirAttkInit         [NONE]
.headerend
# ----------------------------------------------------------------------------- #

SubterraneanSpinesInit:
    playsnd             1108     # Bullet\ZLrkFir1.wav
    wait               1
    sigorder           1
    wait               1
SubterraneanSpinesGndAttkInit:
    grdsprol           511 0 0     # SubterraneanSpinesOverlay (bullet\Spike.grp)
    dogrddamage        
    wait               2
    goto               SubterraneanSpinesGndAttkInit

SubterraneanSpinesDeath:
    playsnd             1110     # Bullet\ZLrkHit1.wav
    imgol               530 0 0     # Unknown530 (thingy\ecaHit.grp)
    dogrddamage        
    wait               1
    end                




None.

Jun 25 2009, 3:20 am Angle Lock Post #7



so will I have to free up 2 image slots to script it out?



None.

Jun 25 2009, 4:07 am Hercanic Post #8

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

No, look at Lurker Spines in Images.dat and notice it uses an invisible graphic. Use that. Unless you wanted the projectile visible in addition to the spines.




Jun 25 2009, 5:19 am ShadowFlare Post #9



You will need one sprite/image for the main weapon graphic (which you may be having invisible, depending on what you want) and a sprite/image for the extra sprite it spawns when doing damage.



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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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