Iron Wars development thread (download not available)
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8331
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: Iron Wars development thread (renamed, download still on page 8)
Nah, Terran get away just by spamming marauders 90% of the time. Terran is so bland right now. Marauders need to be, like, not stimmable/healable tanks that kite.
You might want to read my ITAS Fleet Concept document somewhere, and the design portion of my updated Zen of Modding.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=128683
You might want to read my ITAS Fleet Concept document somewhere, and the design portion of my updated Zen of Modding.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=128683
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Yeah, Marauders seemed a bit too powerful (especially considering how easy to mass they were).
Oh, an updated version? I will make time to read it now, thank you.
Oh, an updated version? I will make time to read it now, thank you.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Just finished reading it. I made a lot of mistakes that I just now realized from what I read... I still intend to finish this mod, though, just not sure how long it will take since I'm going to have to get a job soon and then I resume classes in college this fall.
What I have in mind for the syndicate builder unit is one that can build certain structures normally (like the Terran do right now), but in order to do some of the larger or specialized buildings, it will have to morph into a special builder unit, possibly some kind of Asteroid hauler and basically it builds itself into the asteroid to make a building, probably a mix of the flying building commands and the morph mechanics. Not much else I can think of right now that doesn't involve completely avoiding the building morph mechanic.
What I have in mind for the syndicate builder unit is one that can build certain structures normally (like the Terran do right now), but in order to do some of the larger or specialized buildings, it will have to morph into a special builder unit, possibly some kind of Asteroid hauler and basically it builds itself into the asteroid to make a building, probably a mix of the flying building commands and the morph mechanics. Not much else I can think of right now that doesn't involve completely avoiding the building morph mechanic.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Been a while, I've been working on designs for stuff, finally got a satisfying look for the leviathan and I'll be making a sprite for it and scripting it as soon as I finish coloring it.
EDIT: And I've been looking into making AI scripts, but I can't really do much with this until I have some kind of idea of what every last unit is going to be because of how sensitive the AI can be (from what I've heard IskatuMesk say in the insane AI videos he posted recently.)
EDIT: And I've been looking into making AI scripts, but I can't really do much with this until I have some kind of idea of what every last unit is going to be because of how sensitive the AI can be (from what I've heard IskatuMesk say in the insane AI videos he posted recently.)
Last edited by Anonymous on Mon Jul 19, 2010 9:23 am, edited 1 time in total.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Okay, I've hit a road block... The same road block that killed my last mod.
Not entirely sure, but there seems to be a hardcoded connection between the Siege Tank's transformation animations and their turrets because once I removed their turrets, it crashes whenever I try to transform them or even start a map with an already transformed tank.
My solution is to create an invisible sprite that can turn and attach it to the base units to give it the turret the hard coding seems to want so bad and I can even use this to my advantage by making it fire "inaccurate" versions of its weapons, giving the base unit's weapons a fly to target and the turret weapons an attack 3 x 3 area setting, so it looks like it misses or is spreading out its damage on larger ships instead of focusing solely on the same point.
What I need to know is, how can I create a sprite that appears to be blank without actually making a truly blank sprite (they seem to crash the game if they are truly blank), any colors in the palette (aside from black) that translate to transparency? I saw something called "White Circle (Invisible)" and thought that I could try to create a turning version of that or something.
Not entirely sure, but there seems to be a hardcoded connection between the Siege Tank's transformation animations and their turrets because once I removed their turrets, it crashes whenever I try to transform them or even start a map with an already transformed tank.
My solution is to create an invisible sprite that can turn and attach it to the base units to give it the turret the hard coding seems to want so bad and I can even use this to my advantage by making it fire "inaccurate" versions of its weapons, giving the base unit's weapons a fly to target and the turret weapons an attack 3 x 3 area setting, so it looks like it misses or is spreading out its damage on larger ships instead of focusing solely on the same point.
What I need to know is, how can I create a sprite that appears to be blank without actually making a truly blank sprite (they seem to crash the game if they are truly blank), any colors in the palette (aside from black) that translate to transparency? I saw something called "White Circle (Invisible)" and thought that I could try to create a turning version of that or something.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8331
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: Iron Wars development thread (renamed, download still on page 8)
Make something use the cloaking palette.
Or give up with the siege tank's siege animation altogether, it is enormously hardcoded and just changing timings can be a real pain in the ass.
Or give up with the siege tank's siege animation altogether, it is enormously hardcoded and just changing timings can be a real pain in the ass.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Is there a way to give all of the transformation stuff to another pair of units? Maybe, for example, use the Unused units like the Cargo ship and Merc Gunship instead?
Worst case, I'll just use invisible turrets and use the same animation scripting and timing for transforming with the custom sprites with the same number of sprites per .grp file since there aren't any special animations on these units.
My primary concern with this is that it will have a HUUUUGE file size because they are 250x250 (it's called a Leviathan for a reason) sprites and there are a lot of sprites in the siege tank script.
Worst case, I'll just use invisible turrets and use the same animation scripting and timing for transforming with the custom sprites with the same number of sprites per .grp file since there aren't any special animations on these units.
My primary concern with this is that it will have a HUUUUGE file size because they are 250x250 (it's called a Leviathan for a reason) sprites and there are a lot of sprites in the siege tank script.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8331
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: Iron Wars development thread (renamed, download still on page 8)
Hardcoded means hardcoded; nothing you can do with it.
AO's grps were pretty big when they exceeded 2k+ frames.
AO's grps were pretty big when they exceeded 2k+ frames.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Ouch... My sprites at this moment are rather light compared to that... We're talking comparing a bundle of paper to a train mostly made of lead that is carrying more lead. I might add muzzle flashes and similar effects to my sprites later on, but for now I'm more concerned about having working units with sprites that work with their scripting.
EDIT: Okay, so you said the cloaking palette, that's set through images.dat, right?
EDIT: Okay, so you said the cloaking palette, that's set through images.dat, right?
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8331
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: Iron Wars development thread (renamed, download still on page 8)
Once you start doing voice acting and music you just kind of forget about file sizes. Unless you're on 56k. In either case, my biggest grps average only around 6-7 megs, so that isn't too bad. They get compressed in the MPQ as well.
And yes, you want images.dat for that.
And yes, you want images.dat for that.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Yep, everything seems to be working now. Thanks for the help. Turns out I spent hours of frustration from it crashing only to realize I had the shadow for the base in its' deployed mode set wrong and because the sprites had a different number of images, it crashed the game.
Unfortunately, I'm going to have to make custom projectiles for it to properly work as I envisioned because the Syndicate's weapons are supposed to be primarily solid ammo weapons (cannons, artillery and machine guns until you start teching into their drone fighters) and Starcraft doesn't really have any sprites that work as an acceptable placeholder for that. And what I had planned was that the base unit fired the rounds that actually hit while the turrets fired ones that "missed" to give it a little extra effect while letting it have an area attack for fighters to supplement its single target anti-fighter shots.
EDIT: Anyone have a few minutes to spare? I was going to attach a small demo file of the Leviathan and see if someone could put it to the test and try to break it for me since I can't think of much else that I can do to break it.
EDIT2: By the way, all non-ship sprites (projectiles, effects, planets, etc.) I throw into my mod are going to be free to use, it's only the ships I don't want people using.
Unfortunately, I'm going to have to make custom projectiles for it to properly work as I envisioned because the Syndicate's weapons are supposed to be primarily solid ammo weapons (cannons, artillery and machine guns until you start teching into their drone fighters) and Starcraft doesn't really have any sprites that work as an acceptable placeholder for that. And what I had planned was that the base unit fired the rounds that actually hit while the turrets fired ones that "missed" to give it a little extra effect while letting it have an area attack for fighters to supplement its single target anti-fighter shots.
EDIT: Anyone have a few minutes to spare? I was going to attach a small demo file of the Leviathan and see if someone could put it to the test and try to break it for me since I can't think of much else that I can do to break it.
EDIT2: By the way, all non-ship sprites (projectiles, effects, planets, etc.) I throw into my mod are going to be free to use, it's only the ships I don't want people using.
Last edited by Anonymous on Mon Jul 19, 2010 8:34 pm, edited 1 time in total.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on page 8)
Arg... Ran across a bit of a problem... Not sure what went wrong exactly. I tried to use a modified version of the script for the Leviathan because the original had the turret and base attacking simultaneously and that was causing it to, when telling it to attack a specific target that is outside of its range, fly into range of that target then pick a new target to shoot at instead of the one you chose.
The modified code I made has an even more disturbing issue. Because I couldn't fit more than two weapons into one unit*, I had to use useweapon op codes, but they seem to spawn the projectiles it fires directly on its target which just won't do. The main turret battery seems to do something new where it appears on the target to hit when it's set to "fly to target" as if the weapon projectile were being spawned from the target rather than the attacking Leviathan while the "misses" are spawning in random points around a target then flying to another random point around the target before exploding. Only weapon that seems to work is the anti-fighter machine gun because it's already set to "appear on target"
* Three weapons; one for the main turret battery hits, one for the main turret battery "misses" and one for the anti-fighter machine gun turrets.
I feel like this iscript is a disaster... Any advice?
The modified code I made has an even more disturbing issue. Because I couldn't fit more than two weapons into one unit*, I had to use useweapon op codes, but they seem to spawn the projectiles it fires directly on its target which just won't do. The main turret battery seems to do something new where it appears on the target to hit when it's set to "fly to target" as if the weapon projectile were being spawned from the target rather than the attacking Leviathan while the "misses" are spawning in random points around a target then flying to another random point around the target before exploding. Only weapon that seems to work is the anti-fighter machine gun because it's already set to "appear on target"
* Three weapons; one for the main turret battery hits, one for the main turret battery "misses" and one for the anti-fighter machine gun turrets.
I feel like this iscript is a disaster... Any advice?
Spoiler
Code: Select all
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sun Feb 14 16:37:36 2010
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 250 Leviathan (terran\Leviathan.grp)
.headerstart
IsId 90
Type 23
Init LeviathanInit
Death LeviathanDeath
GndAttkInit LeviathanGndAttkInit
AirAttkInit LeviathanAirAttkInit
Unused1 [NONE]
GndAttkRpt LeviathanGndAttkInit
AirAttkRpt LeviathanAirAttkInit
CastSpell [NONE]
GndAttkToIdle LeviathanGndAttkToIdle
AirAttkToIdle LeviathanAirAttkToIdle
Unused2 [NONE]
Walking LeviathanWalking
WalkingToIdle LeviathanWalkingToIdle
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built [NONE]
Landing [NONE]
LiftOff [NONE]
IsWorking [NONE]
WorkingToIdle [NONE]
WarpIn [NONE]
Unused3 [NONE]
StarEditInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
LeviathanInit:
imgul 252 0 42 # LeviathanShad (terran\Leviathan.grp)
playfram 0x00 # frame set 0
goto LeviathanWalkingToIdle
LeviathanWalkingToIdle:
setflspeed 892
setvertpos 1
setflspeed 864
waitrand 8 10
setvertpos 2
waitrand 8 10
setvertpos 1
waitrand 8 10
setvertpos 0
waitrand 8 10
goto LeviathanWalkingToIdle
LeviathanGndAttkToIdle:
wait 125
goto LeviathanGndAttkToIdle
LeviathanAirAttkToIdle:
wait 125
goto LeviathanGndAttkToIdle
LeviathanAirAttkInit:
goto LeviathanLocal01
LeviathanGndAttkInit:
goto LeviathanLocal02
LeviathanLocal01:
nobrkcodestart
nobrkcodestart
wait 20
wait 2
wait 14
wait 4
wait 24
nobrkcodeend
gotorepeatattk
goto LeviathanGndAttkToIdle
LeviathanLocal02:
nobrkcodestart
wait 10
wait 4
wait 6
wait 4
wait 8
wait 4
wait 6
wait 4
wait 16
nobrkcodeend
gotorepeatattk
goto LeviathanGndAttkToIdle
LeviathanDeath:
playsnd 210 # Terran\Leviathan\TDrDth00.wav
imgol 334 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait 12
playsnd 7 # Misc\ExploLrg.wav
imgol 333 42 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
waitrand 7 12
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 -32 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
waitrand 2 10
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 42 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
waitrand 2 8
imgol 334 0 -42 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 4
end
LeviathanWalking:
setvertpos 0
wait 360
goto LeviathanLocal03
LeviathanLocal03:
setflspeed 1600
setvertpos 0
wait 64
playsnd 110 # Deflier Attack? (bullet\zdeatt00.wav)
imgol 555 0 0 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
imgol 556 0 0 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
goto LeviathanMidwarp
LeviathanMidwarp:
wait 1
move 20
imgol 555 0 0 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
imgol 555 0 -32 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
imgol 555 0 32 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
imgol 555 64 0 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
imgol 555 -64 0 # EMP Shockwave Hit Part 1 (thingy\emp.grp)
goto LeviathanMidwarp
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sun Feb 14 16:37:36 2010
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 250 SiegeTank_Siege_Base (terran\SiegeTank_Siege_Base.grp)
.headerstart
IsId 92
Type 23
Init SiegeTank_Siege_BaseInit
Death SiegeTank_Siege_BaseDeath
GndAttkInit SiegeTank_Siege_BaseGndAttkInit
AirAttkInit SiegeTank_Siege_BaseAirAttkInit
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell SiegeTank_Siege_BaseCastSpell
GndAttkToIdle SiegeTank_Siege_BaseGndAttkToIdle
AirAttkToIdle SiegeTank_Siege_BaseAirAttkToIdle
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 SiegeTank_Siege_BaseSpecialState2
AlmostBuilt [NONE]
Built [NONE]
Landing [NONE]
LiftOff [NONE]
IsWorking [NONE]
WorkingToIdle [NONE]
WarpIn [NONE]
Unused3 [NONE]
StarEditInit SiegeTank_Siege_BaseStarEditInit
.headerend
# ----------------------------------------------------------------------------- #
SiegeTank_Siege_BaseStarEditInit:
imgoluselo 254 2 0 # SiegeTankSiegeTurret (terran\stankt.grp)
SiegeTank_Siege_BaseInit:
imgul 255 0 0 # SiegeTankSiegeShad (terran\tstShad.grp)
wait 1
setflspeed 0
playsnd 319 # Terran\TANK\TTaTra01.WAV
playfram 0
wait 5
playfram 1
wait 5
playfram 2
wait 5
playfram 3
wait 5
playfram 4
wait 5
playfram 5
wait 38
sigorder 1
goto SiegeTank_Siege_BaseLocal00
SiegeTank_Siege_BaseLocal00:
wait 125
goto SiegeTank_Siege_BaseLocal00
SiegeTank_Siege_BaseGndAttkToIdle:
wait 125
goto SiegeTank_Siege_BaseGndAttkToIdle
SiegeTank_Siege_BaseAirAttkToIdle:
wait 125
goto SiegeTank_Siege_BaseGndAttkToIdle
SiegeTank_Siege_BaseAirAttkInit:
goto SiegeTank_Siege_BaseLocal01
SiegeTank_Siege_BaseGndAttkInit:
goto SiegeTank_Siege_BaseLocal02
SiegeTank_Siege_BaseCastSpell:
imgolorig 543 # Unknown543 (thingy\eycBlast.grp)
goto SiegeTank_Siege_BaseLocal00
SiegeTank_Siege_BaseLocal01:
nobrkcodestart
wait 10
wait 6
wait 4
wait 8
wait 16
nobrkcodeend
gotorepeatattk
goto SiegeTank_Siege_BaseGndAttkToIdle
SiegeTank_Siege_BaseLocal02:
nobrkcodestart
wait 20
wait 2
wait 4
wait 14
wait 24
nobrkcodeend
gotorepeatattk
goto SiegeTank_Siege_BaseGndAttkToIdle
SiegeTank_Siege_BaseSpecialState2:
wait 38
playsnd 319 # Terran\TANK\TTaTra01.WAV
playfram 4
wait 5
playfram 3
wait 5
playfram 2
wait 5
playfram 1
wait 5
playfram 0
wait 5
sigorder 1
goto SiegeTank_Siege_BaseLocal00
SiegeTank_Siege_BaseDeath:
playsnd 210 # Terran\SiegeTank_Siege_Base\TDrDth00.wav
imgol 334 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait 12
playsnd 7 # Misc\ExploLrg.wav
imgol 333 42 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
waitrand 7 12
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 -32 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
waitrand 2 10
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 42 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
waitrand 2 8
imgol 334 0 -42 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 4
end
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 251 SiegeTankTankTurret (terran\tankt.grp)
.headerstart
IsId 91
Type 13
Init SiegeTank_Tank_TurretInit
Death SiegeTank_Tank_TurretDeath
GndAttkInit SiegeTank_Tank_TurretGndAttkInit
AirAttkInit SiegeTank_Tank_TurretAirAttkInit
Unused1 [NONE]
GndAttkRpt SiegeTank_Tank_TurretGndAttkInit
AirAttkRpt SiegeTank_Tank_TurretAirAttkInit
CastSpell [NONE]
GndAttkToIdle SiegeTank_Tank_TurretGndAttkToIdle
AirAttkToIdle SiegeTank_Tank_TurretGndAttkToIdle
Unused2 [NONE]
Walking SiegeTank_Tank_TurretGndAttkToIdle
WalkingToIdle SiegeTank_Tank_TurretGndAttkToIdle
SpecialState1 SiegeTank_Tank_TurretGndAttkToIdle
.headerend
# ----------------------------------------------------------------------------- #
SiegeTank_Tank_TurretInit:
wait 1
setfldirect 12
goto SiegeTank_Tank_TurretGndAttkToIdle
SiegeTank_Tank_TurretGndAttkToIdle:
wait 125
goto SiegeTank_Tank_TurretGndAttkToIdle
SiegeTank_Tank_TurretAirAttkToIdle:
wait 125
goto SiegeTank_Tank_TurretGndAttkToIdle
SiegeTank_Tank_TurretDeath:
wait 1
end
SiegeTank_Tank_TurretGndAttkInit:
nobrkcodestart
wait 10
wait 4
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 6
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 4
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 8
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 4
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 6
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 4
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 16
nobrkcodeend
gotorepeatattk
goto SiegeTank_Tank_TurretGndAttkToIdle
SiegeTank_Tank_TurretAirAttkInit:
nobrkcodestart
wait 20
playsnd 70 # Bullet\TGoFir00.wav
attackwith 2
wait 2
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 4
playsnd 70 # Bullet\TGoFir00.wav
attackwith 2
wait 14
playsnd 70 # Bullet\TGoFir00.wav
attackwith 2
wait 4
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
attackwith 2
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 24
nobrkcodeend
gotorepeatattk
goto SiegeTank_Tank_TurretGndAttkToIdle
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 254 SiegeTankSiegeTurret (terran\stankt.grp)
.headerstart
IsId 93
Type 14
Init SiegeTank_Siege_TurretInit
Death SiegeTank_Siege_TurretDeath
GndAttkInit SiegeTank_Siege_TurretGndAttkInit
AirAttkInit SiegeTank_Siege_TurretGndAttkInit
Unused1 [NONE]
GndAttkRpt SiegeTank_Siege_TurretGndAttkInit
AirAttkRpt SiegeTank_Siege_TurretAirAttkInit
CastSpell [NONE]
GndAttkToIdle SiegeTank_Siege_TurretGndAttkToIdle
AirAttkToIdle SiegeTank_Siege_TurretAirAttkToIdle
Unused2 [NONE]
Walking [NONE]
WalkingToIdle SiegeTank_Siege_TurretGndAttkToIdle
SpecialState1 SiegeTank_Siege_TurretGndAttkToIdle
SpecialState2 SiegeTank_Siege_TurretSpecialState2
AlmostBuilt [NONE]
.headerend
# ----------------------------------------------------------------------------- #
SiegeTank_Siege_TurretInit:
playfram 0x11 # frame set 1
wait 1
nobrkcodestart
wait 38
playsnd 318 # Terran\TANK\TTaTra00.WAV
wait 3
playfram 0x22 # frame set 2
wait 3
playfram 0x33 # frame set 3
wait 3
playfram 0x44 # frame set 4
wait 3
playfram 0x55 # frame set 5
wait 3
setfldirect 28
playfram 0x00 # frame set 0
nobrkcodeend
goto SiegeTank_Siege_TurretGndAttkToIdle
SiegeTank_Siege_TurretGndAttkToIdle:
wait 125
goto SiegeTank_Siege_TurretGndAttkToIdle
SiegeTank_Siege_TurretAirAttkToIdle:
wait 125
goto SiegeTank_Siege_TurretGndAttkToIdle
SiegeTank_Siege_TurretDeath:
wait 1
end
SiegeTank_Siege_TurretGndAttkInit:
nobrkcodestart
wait 10
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 6
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 4
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 8
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 16
nobrkcodeend
gotorepeatattk
goto SiegeTank_Siege_TurretGndAttkToIdle
SiegeTank_Siege_TurretAirAttkInit:
nobrkcodestart
wait 20
playsnd 70 # Bullet\TGoFir00.wav
attackwith 2
wait 2
playsnd 68 # Bullet\TTaFir00.wav
useweapon 12
wait 4
playsnd 70 # Bullet\TGoFir00.wav
attackwith 2
wait 14
playsnd 68 # Bullet\TTaFir00.wav
useweapon 11
wait 24
nobrkcodeend
gotorepeatattk
goto SiegeTank_Siege_TurretGndAttkToIdle
SiegeTank_Siege_TurretSpecialState2:
setfldirect 20
playsnd 318 # Terran\TANK\TTaTra00.WAV
playfram 0x55 # frame set 5
wait 3
playfram 0x44 # frame set 4
wait 3
playfram 0x33 # frame set 3
wait 3
playfram 0x22 # frame set 2
wait 3
playfram 0x11 # frame set 1
goto SiegeTank_Siege_TurretGndAttkToIdle
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Unstable implies that I could BECOME more dangerous than I am now.
- Ardis
- Terran Nuclear Silo Safety Inspector
- Posts: 228
- Joined: Tue Sep 05, 2006 5:03 pm
- Location: Ohio, USA
Re: Iron Wars development thread (renamed, download still on
Okay, between college and looking for a job, I haven't had much time to work on my mod. I have still been thinking of ways to improve it as well as working on the models for it in my free time. One way to improve it that has been on my mind was to get rid of addons and make them upgrades of the main building using the morph mechanics rather than the addon mechanics which don't work so well for overlaying buildings. Basically, this removes the need to have a trigger to remove all neutral addons AND removes the issue people (myself included) have been having where you go to click the main building and would get the addon instead because of how I did the graphics for it.
EDIT: I'm going to be working on the Federation and Syndicate units at the same time, but a lot of Federation models need to be torn down and rebuilt from the ground up because the original concepts were quite ugly to begin with, mostly their fighters. Also, the Pursuit Cruiser is going to be moved to the Syndicate since it better fits their design theme and the Empire will be getting a rapid fire railgun cruiser as its long range ship.
EDIT: I'm going to be working on the Federation and Syndicate units at the same time, but a lot of Federation models need to be torn down and rebuilt from the ground up because the original concepts were quite ugly to begin with, mostly their fighters. Also, the Pursuit Cruiser is going to be moved to the Syndicate since it better fits their design theme and the Empire will be getting a rapid fire railgun cruiser as its long range ship.