Staredit Network > Forums > Modding Assistance > Topic: This is kinda annoying :/
This is kinda annoying :/
Feb 1 2010, 11:48 pm
By: Super Duper  

Feb 1 2010, 11:48 pm Super Duper Post #1



Ive gotten into mediocore modding because I have nothing else to do at work. And I am trying to make a vulture attack air with a phase disruptor, but its not working. I crash everytime I tell the vulture to attack the air, heres the code:

Code
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sun Feb 01 18:41:41 2009
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 256 Vulture (terran\Vulture.grp)
.headerstart
IsId               86
Type               13
Init               VultureInit
Death               VultureDeath
GndAttkInit         VultureGndAttkInit
AirAttkInit         VultureGndAttkInit
Unused1             [NONE]
GndAttkRpt         VultureGndAttkInit
AirAttkRpt         VultureGndAttkInit
CastSpell           [NONE]
GndAttkToIdle       VultureGndAttkToIdle
AirAttkToIdle       VultureGndAttkToIdle
Unused2             [NONE]
Walking             VultureGndAttkToIdle
WalkingToIdle       VultureGndAttkToIdle
SpecialState1       VultureSpecialState1
.headerend
# ----------------------------------------------------------------------------- #

VultureInit:
    imgul               257 0 7     # Vulture Shadow (terran\Vulture.grp)
    playfram           0x00     # frame set 0
    goto               VultureGndAttkToIdle

VultureGndAttkToIdle:
    wait               125
    goto               VultureGndAttkToIdle

VultureDeath:
    playsnd             353     # Terran\VULTURE\TVuDth00.WAV
    imgol               332 0 0     # Explosion2 (Small) (thingy\tBangS.grp)
    wait               3
    end                

VultureGndAttkInit:
    wait               1
    attackwith         1
    gotorepeatattk    
    goto               VultureGndAttkToIdle

VultureSpecialState1:
    attackwith         1
    sigorder           1
    wait               1
    end                


The ground attack works fine.



None.

Feb 1 2010, 11:59 pm Biophysicist Post #2



Well, one problem I can see is that you have "attackwith 1" but you said the Vulture uses a different weapon for its air attack. Use "attack" instead. That wouldn't cause the crash, though... Are you sure you saved your iscript correctly? It goes under scripts\iscript.bin in the MPQ (or EXE).

One unlikely possibility is that the Vulture shadow has its own iscript and uses full iscript, in which case you'd need to give it the air attack blocks as well. Though I'm 99.99999% sure this is not the case.

Also, can you add me on MSN? Feel free to contact me if you need help or want to play a mod.



None.

Feb 2 2010, 12:05 am Super Duper Post #3



It uses the same weapon for air and ground. Sorry if I didnt make sense :blush: .
So do I change
Code
VultureGndAttkInit:
   wait               1
   attackwith         1
   gotorepeatattk    
   goto               VultureGndAttkToIdle

to
Code
VultureGndAttkInit:
   wait               1
  ]attackwith         2
   gotorepeatattk    
   goto               VultureGndAttkToIdle




None.

Feb 2 2010, 12:07 am Biophysicist Post #4



No. Read and reply to the rest of my post.



None.

Feb 2 2010, 12:10 am Super Duper Post #5



VultureGndAttkInit:
wait 1
attack 2
gotorepeatattk
goto VultureGndAttkToIdle

?



None.

Feb 2 2010, 12:12 am Biophysicist Post #6



No. If the Vulture uses the same ground and air weapon, leave it as attackwith 1.



None.

Feb 2 2010, 12:19 am Super Duper Post #7



Uhoh.
When I remove the "with" I get this:
"C:\Documents and Settings\HP_Owner\Desktop\sc modding\icecc\IceCC\vulture phase disruptor.txt:46: error: too many arguments (1) to instruction 'attack', should be 0"



None.

Feb 2 2010, 12:20 am Jack Post #8

>be faceless void >mfw I have no face

Don't remove the 'with', keep it as attackwith 1



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 2 2010, 12:21 am Super Duper Post #9



Quote from name:zany_001
Don't remove the 'with', keep it as attackwith 1
Then I am back where I started.



None.

Feb 2 2010, 12:22 am Biophysicist Post #10



"attack" takes no arguments. But: "If the Vulture uses the same ground and air weapon, leave it as attackwith 1."

Now, make sure that you put the iscript into your mod as scripts\iscript.bin and add me on MSN. And in the future, read posts more closely.



None.

Feb 3 2010, 5:35 am FoaS Post #11



I have discovered that if you give a unit two different weapons, and both weapons are enabled for air and ground, then in the GrndAttk as well as the AirAttack animation you put BOTH "attackwith 1" and "attackwith 2" you can have a unit use both weapons against either air or ground targets.



None.

Feb 3 2010, 10:44 pm Sand Wraith Post #12



wow i didnt know that so cool im going to use it in my mod nao that I made with TZ and Polaris last summer. http://www.modcrafters.com/forum/viewtopic.php?f=7&t=102 srry i stole it

I put it on the Goliath thing, just so you know what to look for.

The unit (don't remember the name) uses three different attacks based on distance factors and if the target is ground or air.




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