Staredit Network > Forums > Modding Assistance > Topic: Turret Issues
Turret Issues
Oct 27 2009, 4:05 pm
By: Yawgmoth  

Oct 27 2009, 4:05 pm Yawgmoth Post #1



The thing is it. I've changed the turrets of all units with turrets (there are six of them), throwing them to other entries in the units.dat file (unused entries and powerups entries). I did it corectly, as they work normally when preplaced in maps, they attack normally, move, move-attack, the glitch with the attack when you move and attack is untouched, etc...

The problem comes when I try to remove the units with turrets through triggers. It's very specific, I know, but when removed, the Goliath units generate a crash in the game, not when destroyed or created, but only when removed. I haven't tried with the "Move From Location To Location" trigger yet, but I think it'll be the same.

I changed the Firegraft Presets, and the other issues like "Subunit" checkboxes and "Subunit 1:" options. And only the goliaths are malfunctioning in that little way. Is there some hardcode that ties the goliath with its turret (the original one)? Or something I missed?

Thank you for reading.



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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 Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it.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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