Modding

ascension1223
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Modding

Post by ascension1223 »

I have datedit to mod with and I am trying to create a mod that adds changes to units that only affect those units created by the player. E.g. a marine would cost 25 minerals only for human players, not computer. If this is possible please let me know how, or tell me what other tools I might need in order to make this work.
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Lingerance
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Re: Modding

Post by Lingerance »

Not possible, if you want to make the AI easier you can always download AI edit.
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Lavarinth
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Re: Modding

Post by Lavarinth »

What does this have to do with AI Script?

Anyway, I don't believe you can set prices to individuals only. You can RETURN minerals to the player after the unit is produced via triggers, but it'd require a lot of triggers to do per unit.
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Shadow Stalker
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Re: Modding

Post by Shadow Stalker »

ok so say you want to add the "call down nuke" button to a hero ghost like duran or something, can that be done and if so how?
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Taeradun
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Re: Modding

Post by Taeradun »

Adding a nuke button to a hero ghost can be done in FireGraft; at least you can add the actual button anyway, but I'm 98% sure it should work properly as well.

As for making player units cheaper I guess what you could do is clone the units you want to be affected and make those ones buildable - so use FireGraft to change the Barracks' button set so instead of training marines it trains Raynors for example, and make sure to edit the "build requirements" bit for the Raynor unit as well. Then using DatEdit give the Raynor unit whatever stats you want such as 25 minerals etc.

That way as long as you leave the normal marine build requirements intact as well then the AI will still build ordinary marines since that's what it's instructed to in the AI script, while the player will only be able to build Raynors since that's all they will have buttons for at the barracks.

I haven't actually checked any of this out but it should work fine; I didn't really go into much detail in how to do stuff in FireGraft but it's pretty easy to figure it out for yourself; if for some reason you can't figure it out there should be other threads here where it's already been asked about and answered or reply here with your questions :)
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Lingerance
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Re: Modding

Post by Lingerance »

Lavarinth wrote: What does this have to do with AI Script?
He requested a way to make units cheaper for the player, by association I presumed he wanted to make the game easier when playing against the AI, if that is his goal then he should go and lightly cripple the AI.

Also about the nuke thing, all the male ghosts shouldn't have any problem, however Kerrigan might as she uses a different section of iscript.  Just be prepared to work with ice(cc) to get it working again if Kerrigan crashes when she nukes.
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Re: Modding

Post by Lavarinth »

I'm pretty sure we just scared the hell out of him because he was probably trying to make this for Battle.net, hah.
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ascension1223
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Re: Modding

Post by ascension1223 »

Ok I have firegraft, but my starcraft is 1.15.1 and it says it is unsupported. How can I fix that? Should I do a patch rollback and if so how can I do that?
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Re: Modding

Post by Zilla- »

ascension1223 wrote: Ok I have firegraft, but my starcraft is 1.15.1 and it says it is unsupported. How can I fix that? Should I do a patch rollback and if so how can I do that?
Rename the folder that you have sc installed into and reinstall sc, patch to whatever you want. SF claims that if you replace a few key files then you wont have to bother with this but thats shadow, and she is crazy like the fox.
ascension1223
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Re: Modding

Post by ascension1223 »

Taeradun wrote: Adding a nuke button to a hero ghost can be done in FireGraft; at least you can add the actual button anyway, but I'm 98% sure it should work properly as well.

As for making player units cheaper I guess what you could do is clone the units you want to be affected and make those ones buildable - so use FireGraft to change the Barracks' button set so instead of training marines it trains Raynors for example, and make sure to edit the "build requirements" bit for the Raynor unit as well. Then using DatEdit give the Raynor unit whatever stats you want such as 25 minerals etc.

That way as long as you leave the normal marine build requirements intact as well then the AI will still build ordinary marines since that's what it's instructed to in the AI script, while the player will only be able to build Raynors since that's all they will have buttons for at the barracks.

I haven't actually checked any of this out but it should work fine; I didn't really go into much detail in how to do stuff in FireGraft but it's pretty easy to figure it out for yourself; if for some reason you can't figure it out there should be other threads here where it's already been asked about and answered or reply here with your questions :)
I can't edit firegraft files with datedit can I? I extracted the mpq with winmpq and didnt get any usable files. How do i do this?
ascension1223
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Re: Modding

Post by ascension1223 »

How do I re-enable the option to copy an archive into a saved file? Because I said no the first time I saved it, and now when I re-open the MPQ to edit and save as an exe, I am not even prompted anymore.
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Shadow Stalker
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Re: Modding

Post by Shadow Stalker »

ok i got firegraft and it worked so far but then i went on battle.net and i downloaded the latest sc ptach and now firegraft doesnt work any suggestions?
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Re: Modding

Post by IskatuMesk »

You're screwed, basically.
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Re: Modding

Post by Durandal-Thoth »

In other words, wait till they release 1.15.2 so that DoA can update it.
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Re: Modding

Post by Whiplash! »

Durandal-Thoth wrote:
In other words, wait till they release 1.15.2 so that DoA can update it.
DoA needs to just release it for 1.15, does he realize how many starcraft campaigns are in production! (like 3 at CC alone)
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