Re: Modding thread
Posted: Wed Mar 17, 2010 12:59 pm
Yes, I made the logo intro, I know.
*continues working feverishly on the other half*
*continues working feverishly on the other half*
https://www.campaigncreations.org/forum/
https://www.campaigncreations.org/forum/viewtopic.php?t=2361
Well if a second creep isn't possible, it might be possible to replace terrain by other terrain via triggers (possible in WC3). Then to determine if the terrain is possible to built on is to determine if there that type of terrain in the locations where the building would be attempted to built (also possible in WC3 even if can be a bit painful).IskatuMesk wrote: Ricky -> Replacing water settings with lava settings. It's not a complete conversion, there's some animation missing for some reason, but it's basically water that burns.
I don't think it is possible to have a second type of creep, completely replace creep with Lava, or even give creep an emissive. Which is extremely depressing.
That said there might be another way to create Hellfire, I just don't know how yet. It will most certainly involve custom meshes and particles and will need the editor.
Majority if not all of us did.Xenon wrote: I want one! Did Mesk get one to give out too?
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<CActorModel default="1" id="TerranFlameModel">
<On Terms="ActorCreation" Send="$Birth"/>
<On Terms="AnimDone; AnimName Birth" Send="$Stand"/>
<On Terms="AnimDone; AnimName Stand" Send="$Stand"/>
<On Terms="AnimDone; AnimName Death" Send="Destroy"/>
<On Terms="SupporterDestruction" Send="$Death"/>
<On Terms="ActorOrphan" Send="Destroy"/>
<Host Subject="_Selectable"/>
<Supporter Subject="::Creator"/>
<HostSiteOps Ops="SOpAttachHarness"/>
<!-- For cloaking Terran burning buildings. Otherwise, the fire gives their location
away. -->
<Inherits index="CloakEffect" value="1"/>
<Inherits index="Visibility" value="1"/>
</CActorModel>
<CActorSound default="1" id="TerranFlameSound" parent="SoundContinuous">
<Host Subject="_Selectable"/>
</CActorSound>
On Terms is referring to an animation and an event during that animation. This is just like wc3, really, but softcoded. $stand and such are calling something else, either from another file or a hardcoded routine, that tells the engine what's going on and what to do next.
This is interesting to me because on birth it's telling the engine to go to the Stand sequence - this is not hardcoded? I am not programmy enough to understand the implications of this but it looks to be a lot like the iscript in how you can pick and choose where headers go.
No idea what SupporterDestruction is referring to, but Orphan is quite possibly referring to spawned effects like fire, lights, ect. Not sure what host subject is referring to.
FUCK YES SOUNDS THAT AREN'T ATTACHED TO MODELS WE HAVE STANDARDS FINALLY
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<CActorUnit id="DarkShrine" parent="GenericUnitStandard">
<PortraitModel value="ExecutorPortrait"/>
<BuildModel value="DarkShrineBirth"/>
<PlacementModel value="DarkShrinePlacement"/>
<PlacementSound value="Protoss_BuildingPlacementSmall"/>
<DeathArray index="Normal" ModelLink="DarkShrineDeath" SoundLink="DarkShrine_Explode"/>
<DeathArray index="UnderConstruction" ModelLink="ProtossWarpInDeath" SoundLink="DarkShrine_Explode"/>
<EventDataSound Name="BuildingWarpIn" Actor="UnitSound" Sound="Protoss_BuildingWarpIn"/>
<AnimBlendTime value="0.750000"/>
<Macros value="UnpoweredAnim"/>
<Macros value="QueueAnim"/>
<Macros value="BuildingFlattenTerrainMacro"/>
<Macros value="ProtossBuildingPowerUp"/>
<ShowBlobShadow value="0"/>
<BarWidth value="85"/>
<BarOffset value="0"/>
<SoundArray index="Ready" value="DarkShrine_What"/>
<UnitIcon value="Assets\Textures\btn-building-protoss-eyeofadun.dds"/>
<HeroIcon value="Assets\Textures\btn-building-protoss-eyeofadun.dds"/>
<ShieldLayer value="Assets\Textures\Wireframe-Protoss-DarkShrine-Shield01.dds"/>
<ShieldLayer value="Assets\Textures\Wireframe-Protoss-DarkShrine-Shield02.dds"/>
<ShieldLayer value="Assets\Textures\Wireframe-Protoss-DarkShrine-Shield03.dds"/>
<GroupIconLayer value="Assets\Textures\Wireframe-Protoss-DarkShrine.dds"/>
<WireframeLayer value="Assets\Textures\Wireframe-Protoss-DarkShrine.dds"/>
<LifeArmorIcon value="Assets\Textures\btn-armor-protoss-air.dds"/>
<ShieldArmorIcon value="Assets\Textures\btn-upgrade-protoss-shieldslevel1.dds"/>
<GlossaryImage value="Assets\Textures\btn-building-protoss-eyeofadun.dds"/>
</CActorUnit>
<CActorSplat id="DarkShrineSplat" parent="GenericUnitSplat" unitName="DarkShrine"/>
This is some confusing bullshit right here.