siege = spell

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telamon
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siege = spell

Post by telamon »

I am thinking of a tank that can cast, but only in siege mode. However, I was thinking about it and I realized that siege counts as a spell, right? So that means that the iscript entry for tanks has a castspell animation that puts them into siege mode. So is there any way to differentiate these two actions, or am I kind of stuck?
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Death_Wing
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Re: siege = spell

Post by Death_Wing »

Did you actually check the iscript before asking? Are you lazier than me? Seriously...  ::)

It's a special state, not a spell, you can add a spell but make sure to use the correct procedure, mk?
(As I have said before, I am too lazy to do it for you :P)
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telamon
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Re: siege = spell

Post by telamon »

I admit, I was speculating, but there are two separate units for sieged and unsieged tanks, so maybe...
However, I'm checking the scripts now and I can't find a castspell entry. Which raises another question: what iscript controls the tank's siege/unsieging?
I can find a specialstate entry for sieged tanks, but nothing for unsieged. Any ideas/answers?
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Pr0nogo
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Re: siege = spell

Post by Pr0nogo »

telamon wrote:Which raises another question: what iscript controls the tank's siege/unsieging?
Death_Wing wrote:It's a special state
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Death_Wing
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Re: siege = spell

Post by Death_Wing »

Explore Firegraft exe edits.... it will reveal that the tank "Changes Units" through a series of checking for each unit. It's pretty simple and easy to understand. If you are hoping to edit the graphic change, the only reason why the one has the special state is because the others 'init' isn't the graphics... so yeah hope this answers something for you... if not be more specific O.o
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telamon
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Re: siege = spell

Post by telamon »

So then it is doable. Thanks!
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Re: siege = spell

Post by IskatuMesk »

Orders.dat tells buttons/spells which animation they call.
Gameproc
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