View Full Version : Zealot using Missiles? (mod)
LordOfNukes
09-15-2005, 8:50 PM
How would I go about making a Zealot fire missiles. I gave it "Gemini Missiles" as a weapon, and gave it the iscripts to use it, but it doesn't attack or fire. If I make it use something that doesn't fire, like Claws or Psi Blades, then it will do damage no matter what crazy iscript crap I make it do, but I can't make it fire missiles or lasers. I've tried setting the weapon properties to ground, making the Zealot use the attack with "attack25," I've tried seeing if "useweapon" has any effect, but it won't do what i want it to do. Basically, the Zealot does all the iscript animations, but doesn't launch a missile or do any damage. The Wraith will fire Gemini Missile without any problem, and with the iscript changes to the missiles. Is there a way to make the Zealot fire missiles? Is there something special I have to do? Am I missing something important?
MidnightGladius
09-15-2005, 8:54 PM
Hmm, if this has anything at all to do with units without range using a ranged attack, I've managed to get an SCV attacking with Acid Spores, and all I did was give it the weapon.
LordOfNukes
09-15-2005, 9:11 PM
That's the weird thing, the Zealot is stupid and it will run the animation, but won't attack. It's bizarre and doesn't make sense. Has anyone else had this problem with Zealots? I'll see if it works with Zerglings. SCVs are meant to run the Fusion Cutter animation as something separate to the SCV, perhaps it's some annoying property with melee units. I'll mess around with it more tomorrow afternoon if I get the chance, but I've spent about 3 hours over two days working on the Zealot, :\ which is why I decided I needed some help.
Holocaust
09-15-2005, 10:19 PM
I also have a problem similiar to yours, I tried for fun, to give Sarah Kerrigan a Yamato Gun for a main weapon, it worked, kind of, but the weapon did zero damage. I didn't do any modifications to it though. I used The Arsenal III, and alot of times, it screwed up, said it had an error and i had to reinstall. -_-'
MidnightGladius
09-15-2005, 10:25 PM
Giving Yamato Gun to a unit is no problem at all, usually. I gave it to the Siege Tank perfectly. You may have forgotten to change the "Spell" menu to none in weapons.dat.
BSTRhino
09-15-2005, 10:58 PM
Well, the root of the problem is the attack1c command, which just applies instant damage. Only units that use attack1c will have extra difficulties when you try to give them a missile weapon, so that's why things like the SCV or Firebat don't count. If you replaced it with an attack25 command it should work with gemini missiles perfectly. I'm not sure why it didn't work for you, try posting your iscript for your Zealot.
Useweapon makes the weapon flingy appear on its target first, so it's not what you want for your gemini missiles.
LordOfNukes
09-16-2005, 3:03 PM
This is what I have.
The ground weapon is Psi Blades, the Air Weapon is Gemini Missiles. It's supposed to do the thing where it uses a different weapon at long range. I edited the GRPs so the missiles are knives :D, and it has the images for the longer death animation (that's why the death animation is longer than it should be).
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\Documents and Settings\Owner.PC############\Desktop\modstuff\2\3 \4\iscript.bin'
# created on: Thu Sep 22 14:48:33 2005
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 151 Zealot (protoss\zealot.grp)
.headerstart
IsId 163
Type 21
Init ZealotInit
Death ZealotDeath
GndAttkInit ZealotGndAttkInit
AirAttkInit ZealotGndAttkInit
SpAbility1 [NONE]
GndAttkRpt ZealotGndAttkRpt
AirAttkRpt ZealotGndAttkRpt
SpAbility2 [NONE]
GndAttkToIdle ZealotGndAttkToIdle
AirAttkToIdle ZealotGndAttkToIdle
SpAbility3 [NONE]
Walking ZealotWalking
Other ZealotOther
BurrowInit [NONE]
ConstrctHarvst [NONE]
IsWorking [NONE]
Landing [NONE]
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 [NONE]
Unknown20 [NONE]
Unknown21 ZealotUnknown21
.headerend
# ----------------------------------------------------------------------------- #
ZealotInit:
imgul09 152 0 0 # ZealotShad (protoss\pzeShad.grp)
ZealotOther:
playfram 0x55 # frame set 5
goto local00
local00:
wait 125
goto local00
ZealotDeath:
playsnd 678 # Protoss\ZEALOT\PZeDth00.WAV
playframno 0
playfram 0xdd # frame set 13
wait 1
playfram 0xde # frame set 13
wait 1
playfram 0xdf # frame set 13
wait 1
playfram 0xe0 # frame set 13
wait 1
playfram 0xe1 # frame set 13
wait 1
playfram 0xe2 # frame set 13
wait 1
playfram 0xe3 # frame set 13
wait 1
playfram 0xe4 # frame set 13
wait 1
playfram 0xe5 # frame set 13
wait 1
playfram 0xe6 # frame set 13
wait 1
playfram 0xe7 # frame set 13
wait 1
playfram 0xe8 # frame set 13
wait 1
playfram 0xe9 # frame set 13
wait 1
playfram 0xea # frame set 13
wait 1
playfram 0xeb # frame set 13
wait 1
playfram 0xec # frame set 13
wait 1
playfram 0xed # frame set 13
wait 1
playfram 0xee # frame set 14
wait 1
end
ZealotGndAttkInit:
playfram 0x00 # frame set 0
wait 1
ZealotGndAttkRpt:
trgtrangecondjmp 32 local01
wait 1
nobrkcodestart
playsnd 1020 # Terran\Frigate\AfterOn.wav
playfram 0x11 # frame set 1
shvertpos 252
wait 1
turncwise 4
shvertpos 249
wait 1
turncwise 4
playfram 0x22 # frame set 2
shvertpos 246
wait 1
turncwise 4
shvertpos 243
wait 1
turncwise 4
playfram 0x33 # frame set 3
shvertpos 240
wait 1
turncwise 4
wait 1
turncwise 4
playfram 0x44 # frame set 4
wait 1
turncwise 5
wait 1
attack25 2
turnccwise 25
wait 3
sprol0f 152 0 0 # MutaliskDeath (zerg\zmuDeath.grp)
wait 1
tmprmgraphicstart
wait 4
tmprmgraphicend
shvertpos 0
playfram 0x00 # frame set 0
wait 1
shvertpos 0
nobrkcodeend
goto local02
local01:
nobrkcodestart
playsndrand 2 662 663 # Protoss\ZEALOT\pzeAtt00.WAV, Protoss\ZEALOT\pzeAtt01.WAV
playfram 0x11 # frame set 1
wait 1
turnccwise 1
playfram 0x22 # frame set 2
wait 1
turnccwise 2
playfram 0x33 # frame set 3
wait 1
turnccwise 3
playfram 0x44 # frame set 4
wait 1
turnccwise 4
wait 3
playsnd 1020 # Terran\Frigate\AfterOn.wav
turncwise 2
wait 1
turncwise 4
wait 1
turncwise 4
attack1c 1 1020 # Terran\Frigate\AfterOn.wav
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turncwise 4
wait 1
turnccwise 32
attack1c 1 664 # Protoss\ZEALOT\pzeHit00.WAV
attack1c 1 1020 # Terran\Frigate\AfterOn.wav
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
nobrkcodeend
goto local02
local02:
gotorepeatattk
ignorerest
ZealotGndAttkToIdle:
goto ZealotOther
ZealotWalking:
move 4
wait 1
playfram 0x55 # frame set 5
move 4
wait 1
playfram 0x66 # frame set 6
move 4
wait 1
playfram 0x77 # frame set 7
move 4
wait 1
playfram 0x88 # frame set 8
move 4
wait 1
playfram 0x99 # frame set 9
move 4
wait 1
playfram 0xaa # frame set 10
move 4
wait 1
playfram 0xbb # frame set 11
move 4
wait 1
playfram 0xcc # frame set 12
goto ZealotWalking
ZealotUnknown21:
imgol08 154 0 0 # Unknown154 (protoss\zealot.grp)
goto local00
"ZealotGndAttkRpt:" is what doesn't work right.
Useweapon makes the weapon flingy appear on its target first, so it's not what you want for your gemini missiles.I didn't know that, that'll be useful, thanks.
BSTRhino
09-16-2005, 7:07 PM
Well, your iscript looks fine. I'd also like to say that it's been a long time since I've seen an iscript which was written with that kind of creativity, I'm liking it!
What's the range of the Gemini Missiles/knives weapon? As long as it's something greater than 2 (in Arsenal 3 weapon range units) then I can't see a problem, which is concerning... You might already know this but with trgtrangecondjmp 32, the 32 is in pixels, and there are 16 pixels for each Arsenal III weapon range unit. That's the only thing I can think of, but somehow I think you already know that. I'll think about other reasons but it really does look like it should do what you want it to do.
LordOfNukes
09-16-2005, 8:46 PM
Gemini Missiles is 10 in Arsenal 3.
I'll try making the Gemini Missiles the default ground weapon and make the Psi Blades the air weapon, but I've pretty much run out of ideas on fixing it.
EDIT:
Upon switching the weapons, the Gemini Missiles worked (yay), but the Psi Blades attack stopped working, :\ I started trying different weapons, and I found that the Phase Disruptor worked and allowed the Psi Blades to work, so I'll be using that now I guess.
Just quickly, does anyone know the images.dat or sprites.dat number for Hallucination deaths? I can't find it, and I couldn't find the GRP for it either.
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