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Multiple projectiles?
Posted: Fri Dec 29, 2006 6:37 pm
by Ardis
In several mods, I've seen units launch more than one projectile, for example the Zeji Hydra from Vision of the Future launches three lasers when it fires and when you tell it to use the stasis field option, it launches to Yamato gun blasts then places a stasis field. I was wondering how to do that and if it's possible to set up with DatEdit.
Re: Multiple projectiles?
Posted: Fri Dec 29, 2006 7:28 pm
by IskatuMesk
Mix of icecc and weapons.dat editing.
Re: Multiple projectiles?
Posted: Sat Dec 30, 2006 8:40 am
by Ardis
Oh, I should've known. Sadly, I am no good at editing with IceCC, last time I tried, my mod wouldn't stop crashing until I remove the Iscript.bin.
Re: Multiple projectiles?
Posted: Sat Dec 30, 2006 12:11 pm
by IskatuMesk
Basically in icecc you have multiple attack commands. RCX probably had a direct weapon call, which won't show projectiles, but let him have a stasis field right after yamato guns.
A combination of attack calls and halo-state weapon slots can give you a good selection of weapons. I had plans to give a unit two turrets to add an additional four weapons which could have projectiles but never got to it.
Code: Select all
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Fri Jul 08 20:54:18 2005
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 008 InfestedTerran (zerg\bugguy.grp)
.headerstart
IsId 6
Type 12
Init BattlecruiserInit
Death BattlecruiserDeath
GndAttkInit BattlecruiserGndAttkInit
AirAttkInit BattlecruiserAirAttkInit
SpAbility1 [NONE]
GndAttkRpt BattlecruiserGndAttkInit
AirAttkRpt BattlecruiserAirAttkInit
SpAbility2 BattlecruiserSpAbility2
GndAttkToIdle BattlecruiserGndAttkToIdle
AirAttkToIdle BattlecruiserGndAttkToIdle
SpAbility3 [NONE]
Walking BattlecruiserWalking
Other BattlecruiserOther
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
BattlecruiserInit:
imgul09 9 0 42 # BattlecruiserShad (terran\BattleCr.grp)
playfram 0x00 # frame set 0
goto BattlecruiserGndAttkToIdle
BattlecruiserGndAttkToIdle:
wait 125
goto BattlecruiserGndAttkToIdle
BattlecruiserDeath:
playsnd 67 # Bullet\ZBGHit00.wav
imgol08 928 40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 2
playsnd 7 # Misc\ExploLrg.wav
imgol08 928 80 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 80 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -80 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -80 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
playsnd 7 # Misc\ExploLrg.wav
imgol08 928 40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 120 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 120 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -120 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -120 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 1
playsnd 7 # Misc\ExploLrg.wav
imgol08 928 40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 120 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 120 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -120 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -120 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 1
playsnd 7 # Misc\ExploLrg.wav
imgol08 928 160 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -160 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 160 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -160 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 160 -160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -160 160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 160 160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -160 -160 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 1
playsnd 7 # Misc\ExploLrg.wav
imgol08 928 40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 120 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 120 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 -120 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 928 0 -120 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
BattlecruiserGndAttkInit:
nobrkcodestart
wait 1
attack25 1
wait 4
attack25 1
wait 4
attack25 1
wait 4
attack25 1
wait 6
wait 4
attack25 1
wait 4
attack25 1
wait 4
attack25 1
nobrkcodeend
gotorepeatattk
goto BattlecruiserGndAttkToIdle
BattlecruiserAirAttkInit:
nobrkcodestart
wait 1
attack25 1
wait 4
attack25 1
wait 4
attack25 1
wait 4
attack25 1
wait 6
wait 4
attack25 1
wait 4
attack25 1
wait 4
attack25 1
nobrkcodeend
gotorepeatattk
goto BattlecruiserGndAttkToIdle
BattlecruiserSpAbility2:
imgol0a 543 # YamatoCharge (thingy\eycBlast.grp)
goto BattlecruiserGndAttkToIdle
BattlecruiserWalking:
goto BattlecruiserGndAttkToIdle
BattlecruiserOther:
shvertpos 1
waitrand 8 10
shvertpos 2
waitrand 8 10
shvertpos 1
waitrand 8 10
shvertpos 0
waitrand 8 10
goto BattlecruiserOther
This is the code of a ship from ITAS. Compare it to the BC script.
Here's the code of a second ship.
Code: Select all
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Fri Jun 24 20:40:26 2005
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 299 CrashedNoradII (neutral\Cbattle.grp)
.headerstart
IsId 104
Type 12
Init CrashedNoradIIInit
Death CrashedNoradIIDeath
GndAttkInit CrashedNoradIIGndAttkInit
AirAttkInit CrashedNoradIIAirAttkInit
SpAbility1 [NONE]
GndAttkRpt CrashedNoradIIGndAttkInit
AirAttkRpt CrashedNoradIIAirAttkInit
SpAbility2 CrashedNoradIISpAbility2
GndAttkToIdle CrashedNoradIIGndAttkToIdle
AirAttkToIdle CrashedNoradIIGndAttkToIdle
SpAbility3 [NONE]
Walking CrashedNoradIIWalking
Other CrashedNoradIIOther
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
CrashedNoradIIInit:
imgul09 300 0 42 # CrashedNoradIIShad
playfram 0x00 # frame set 0
goto CrashedNoradIIGndAttkToIdle
CrashedNoradIIGndAttkToIdle:
wait 125
goto CrashedNoradIIGndAttkToIdle
CrashedNoradIIDeath:
playsnd 177 # Terran\BATTLE\tbaDth00.wav
imgol08 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 333 40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 333 0 40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 333 -40 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
imgol08 333 0 -40 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
CrashedNoradIIGndAttkInit:
imgol08 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto local00
local00:
wait 1
attack25 1
wait 1
attack25 1
wait 1
attack25 1
wait 1
attack25 1
wait 1
attack25 1
wait 1
attack25 1
gotorepeatattk
goto CrashedNoradIIGndAttkToIdle
CrashedNoradIIAirAttkInit:
goto local01
local01:
wait 1
attack25 2
wait 1
attack25 2
wait 1
attack25 2
wait 1
attack25 2
wait 1
attack25 2
wait 1
attack25 2
gotorepeatattk
goto CrashedNoradIIGndAttkToIdle
CrashedNoradIISpAbility2:
imgol0a 543 # YamatoCharge (thingy\eycBlast.grp)
goto CrashedNoradIIGndAttkToIdle
CrashedNoradIIWalking:
goto CrashedNoradIIGndAttkToIdle
CrashedNoradIIOther:
shvertpos 1
waitrand 8 10
shvertpos 2
waitrand 8 10
shvertpos 1
waitrand 8 10
shvertpos 0
waitrand 8 10
goto CrashedNoradIIOther
Should be pretty straight forward.
Re: Multiple projectiles?
Posted: Thu Jan 04, 2007 1:57 am
by Atom Heart Mother
Ice is easier to use, but mesk says it messes up the iscript file on occasion. It's easeir to learn iscript basics on so you can work with it for a while and then go to icecc. Just make backups.
Re: Multiple projectiles?
Posted: Thu Jan 04, 2007 2:26 am
by UntamedLoli
Corruption was the main problem with the older tools which Ice is quite good at causing.
Re: Multiple projectiles?
Posted: Thu Jan 04, 2007 12:46 pm
by IskatuMesk
Actually, icecc is easier to use. ICE's interface is so glitchy that it can really confuse you unless you pay extremely close attention.
Re: Multiple projectiles?
Posted: Fri Jan 05, 2007 1:24 am
by Atom Heart Mother
But you don't have to type anything

Re: Multiple projectiles?
Posted: Fri Jan 05, 2007 1:18 pm
by IskatuMesk
Typing a few lines > messing with the menu for five minutes
Re: Multiple projectiles?
Posted: Fri Jan 05, 2007 1:45 pm
by Xenon
Only if you know exactly what to type.
I find it odd that the "spawn projectile at distance" function is still incorrectly described as "spawn projectile at angle" after all these years, but then again, I seem to have been one of the first to figure out the meaning of those weapons.dat "coordinates" too...
Re: Multiple projectiles?
Posted: Fri Jan 05, 2007 1:48 pm
by IskatuMesk
Those coordinates can be pretty buggy. I was messing with them before and they had a habit of not doing anything.