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[Scripts] Damage in Scripts

Posted: Sat Oct 24, 2009 2:57 pm
by Death_Wing
So I had my previous problem of projectiles, sorted...(Awesome, new "Xel'Naga Experiment" has its own yellow lurker spine nova, WOO!)

Now I'm making a mean ass corsair and replacing Dweb with a flaming sort of thing. It looks awesome and all but wait... no damage?!
If anyone could tell me how to add the damage, even a copy->paste of an example would do...

Just so this doesn't sound like I'm so stupid / lazy and  I can't find out for myself, I'm gonna say that this is for both me and for others that need it..(like all of these (workshop) topics are...I think..................)
""Major Edit"":::
*SIGH* New problem. When the distruption web goes out the last frames of the "dark archon explosions" stay there and after about 10 seconds SC crashes. The script containing the "explostions" are as follows...

Code: Select all

DisruptionWebLocal00:
	playfram       	5
	playsndbtwn   314 315	# Terran\Firebat\TFBFir00.WAV, Terran\Firebat\TFBFir01.WAV
        imgol          	928 0 0	# DarkArchonDeath (protoss\PdaDeath.grp)
        wait           	3
	playfram       	6
	imgol          	928 0 0	# DarkArchonDeath (protoss\PdaDeath.grp)
        wait           	3
	playfram       	7
	imgol          	928 0 0	# DarkArchonDeath (protoss\PdaDeath.grp)
        playsndbtwn   314 315	# Terran\Firebat\TFBFir00.WAV, Terran\Firebat\TFBFir01.WAV
        wait           	3
	playfram       	8
	imgol          	928 0 0	# DarkArchonDeath (protoss\PdaDeath.grp)
        wait           	3
	playfram       	9
	imgol          	928 0 0	# DarkArchonDeath (protoss\PdaDeath.grp)
        playsndbtwn   314 315	# Terran\Firebat\TFBFir00.WAV, Terran\Firebat\TFBFir01.WAV
        wait           	3
	goto           	DisruptionWebLocal00
Thanks

I)eath_Wing

EDIT: I recommend using the [ code ] tags for code. - Lavarinth

Re: [Scripts] Damage in Scripts

Posted: Sat Oct 24, 2009 3:43 pm
by IskatuMesk
You'll need to change the weapons.dat specifications of disruption web to that of a weapon (no spell effect will be present). Then, you need domissiledmg or whatever inside the script to actually trigger damage.

I have no idea why it crashes. Try spawning the image overlays as sprites instead.

Re: [Scripts] Damage in Scripts

Posted: Sun Oct 25, 2009 2:58 am
by Death_Wing
Ok I slapped myself for not getting the damage thing... I still remember seeing it somewhere (how could I be so stupid !?!? :-\) It did work (the dmg) but it showed no grp strangely..

But something I kinda need to know, to "make"a sprite is it imgol or imgul or something I have never heard of?
Thanks for the reply.

I)eath_Wing

Edit: Sorry Lav, just tell me how to change the topic name and I'll go right ahead...

Re: [Scripts] Damage in Scripts

Posted: Sun Oct 25, 2009 10:07 am
by poiuy_qwert
imgol and imgul stand for "image overlay" and "image underlay" respectively, which makes it "sprol" and "sprul" for "sprite overlay" and "sprite underlay".
Death_Wing wrote:Edit: Sorry Lav, just tell me how to change the topic name and I'll go right ahead...
He didn't mean use [ code ] in the title instead of [Scripts], he wrapped your iscript in [ code ] [/ code ] tags and was telling you to do it from now on.

Re: [Scripts] Damage in Scripts

Posted: Sun Oct 25, 2009 8:55 pm
by Death_Wing
poiuy_qwert wrote:
Death_Wing wrote:Edit: Sorry Lav, just tell me how to change the topic name and I'll go right ahead...
He didn't mean use [ code ] in the title instead of [Scripts], he wrapped your iscript in [ code ] [/ code ] tags and was telling you to do it from now on.
Oh, my bad, heh heh.

Thanks alot though for the sprites thing
Death_Wing wrote: Ok I slapped myself for not getting the damage thing... I still remember seeing it somewhere (how could I be so stupid !?!? :-\)
It did work (the dmg) but it showed no grp(graphics) strangely..
Still a little problem :(

I)eath_Wing

Re: [Scripts] Damage in Scripts

Posted: Fri Nov 06, 2009 7:55 am
by Death_Wing
Nevermind, fixed the .grp thing, works okay... had to do alot of experimenting.

Anyway leaving that, is there any way to edit a spell such as maelstorm and add dmg to it WITHOUT taking away its awesome effect? Or at least have that "aura" on the unit with the dmg happening?

Edit: Maybe a way to edit the raw effect of maelstorm in scripting? What I mean is taking the Total effect, like how maelstorm traps people and does the splash and everything like that... it's not in the scripts, only the imaging is. Or perhaps thats hardcoded :\
Also how do you expand the "domissiledmg" to an area... it doesn't help using "splash"

Re: [Scripts] Damage in Scripts

Posted: Wed Nov 11, 2009 4:21 am
by FlyingHat
To spread around domissledmg, try making the object create more overlays that also use domissledmg.