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MAE2588
03-13-2006, 7:08 PM
I'm still pretty new to building Mods. I used a tutorial at Starcraft.org to build a Mod using Arsenal III. There are two problems that I seem to be having. The first is that my computer won't let me drag and drop any of my Mods onto the MPQ Compactor.jse file. I used another computer to fix get the file into an MPQ. The second issue is that whenever I use my Mod, the game crashes. This Mod makes all units able to attack both land and air. The crash usually happens when a unit attacks the way it's not supposed to. Example: The Zealot is a ground unit that attacks only ground units. I made it able to attack Air units as well. When I have the Zealot attack an air unit, game crashes and closes.

Please tell me what I'm doing wrong here.

In case this infor is needed:
Windows 98SE Pentium 3 450Mhz 96RAM
Not connected to Internet (Currently at Library)
NO DRIVERS!!!!! (That just ticks me off)
Starcraft: Broodwar installed (No patches have been made to either one)
Have all things listed for making a Mod.

Holocaust
03-13-2006, 7:39 PM
Well, first of all
You need to run WinMPQ at least once to get MPQCompactor to work

Second of all, units that can only attack ground/air are usually that way by default >_>
If you want the zealot to say attack air, you'll need to give it an air attack animation in Ice/CC

MAE2588
03-13-2006, 7:47 PM
I did do that. My computer just won't let me drag and drop onto MPG Compactor.jse

How do I give it an air attack animation? Do I use Arsenal III or some other program? How do it in Arsenal? Or in the other program? Why am I repeating myself?

Holocaust
03-13-2006, 7:51 PM
Second of all, units that can only attack ground/air are usually that way by default >_>
If you want the zealot to say attack air, you'll need to give it an air attack animation in Ice/CC

What did I just say? >_>
NEED ICE or ICECC, KTHXBAI

MAE2588
03-13-2006, 7:54 PM
Where do I get this program?

Sorry for being a pain in the anal area.

Holocaust
03-13-2006, 7:59 PM
You can download ice and icecc on WB, starcraft.org, or staredit.net
No problems

SuiCidAl-KiSmEt
03-13-2006, 8:02 PM
Did you download the requirements for WinMpq?
-Visual Basic Runtimes
-MPQ Control
@ http://www.warboards.org/showthread.php?t=9407


When your modding, it's very common for your mod to crash. Arsenal 3 or DatEdit (I assume that your using) won't do everything. You need to download IceCC or Ice and change the Zealot's attack script. Using those programs... go the the Zealots attack ground animation, and copy the ground attack animation and past it under the Zealots attack air animation.

StarModder
03-15-2006, 11:35 PM
Holocaust, i have added a air attack to a Zealot without useing IceCC and it didnt crash, MAE2588 can you please attach the mod to a post??

Holocaust
03-16-2006, 10:43 AM
Holocaust, i have added a air attack to a Zealot without useing IceCC and it didnt crash

:O
That's not possible with the default Iscript though
You may have loaded a previous script that had the initial/repeat air attack animation that was already availible.
It's basically not possible for a unit that doesn't have a default animation for anything for it to perform that action without it becoming screwed up because the game is forcing it to use something that it doesn't have the requirements to utilise (No animation for attack animation = Crash :o)

There was a post that LordOfNukes has started back in September '05 that requested some help with the Zealot using Gemini Missiles for an air attack

So basically,
o_O, show me that mod that you made the Zealot attack air without using Ice/CC for giving it the Air attack animations

EDIT:
ARGH, Finally found the thread
This might clear up some things
Hope it helps
http://www.warboards.org/showthread.php?t=11735

MAE2588
03-16-2006, 6:48 PM
Two things...
1--How do I post the Iscipt? In that manner, How do I edit the I script? I just used the interface that Arsenal III gives me.

2--How do I edit the Air Attack Animation and all that with the Ice program. I have it downloaded, but I have no idea how to use the dang thing. Is there any tutorials anywhere?

That looks more like four questions, sorry.

EDIT:
Also, I looked at the "Zealot using Missiles" thread. I figured that units could only use weapons used for their race and can't use other races things. The Zealot thing is perfect for proof of my hypothesis. It wasn't working with the Gemini Missles, I think that's Terran, but did work with the Psi Disruptor, which is a Protoss weapon.

Did you download the requirements for WinMpq?
-Visual Basic Runtimes
-MPQ Control
@ http://www.warboards.org/showthread.php?t=9407


When your modding, it's very common for your mod to crash. Arsenal 3 or DatEdit (I assume that your using) won't do everything. You need to download IceCC or Ice and change the Zealot's attack script. Using those programs... go the the Zealots attack ground animation, and copy the ground attack animation and past it under the Zealots attack air animation.

My WinMPQ seems to work fine, but what's MPQ Control???

SuiCidAl-KiSmEt
03-16-2006, 9:20 PM
My WinMPQ seems to work fine, but what's MPQ Control???
You said you can't drag and drop, just download it and maybe it will solve that problem eh? Drag and drop is vital in WinMpq, Mpq Control isn't a different program or anything, you just install it and it does stuff to WinMpq.

First of all download Ice. Open the program. Once open, go to the 'File' tab and press 'load default', then you could start editing scripts. Find the 'Protoss Zealot'.
http://sigs.kupatrix.org/IcTut1,1.JPG

Press the 'Entry Head' tab for the Protoss Zealot entry. Next the 'Initial Ground Attack' copy the whole number (11987) and past it for the 'Initial Air Attack' animation. Do the same thing for 'Return to idle from Air Attack' and 'Repeated Air Attack'.

So 'Return to idle from Air Attack' should have the number 12048 and 'Repeated Air Attack' should be 11992.
http://sigs.kupatrix.org/IcTut3.JPG

Once you have done that, go to file and save as "Iscript.bin" (without quotes). Open a .mpq file (of your mod) (with WinMpq) and drag the file into the list. Before you drag it into the list, it'll ask you to change its name so it will have something in front it it. Add the text 'scripts\' so it will end out to be 'scripts\Iscript.bin'. Use MpqDraft to convert it to an .exe to you finally play it as a mod.

http://sigs.kupatrix.org/IcTut4.JPG

To post your script press the 'Go Advance' button when you’re posting. Then press the 'Manage Attachments' button, and select the file.

Holocaust
03-16-2006, 9:22 PM
EDIT:
Also, I looked at the "Zealot using Missiles" thread. I figured that units could only use weapons used for their race and can't use other races things. The Zealot thing is perfect for proof of my hypothesis. It wasn't working with the Gemini Missles, I think that's Terran, but did work with the Psi Disruptor, which is a Protoss weapon.
Untrue,
LordOfNukes did manage to give the zealot missiles
You must use more than just one unit for your hypothesis, otherwise it's pretty weak = |

Here's a mod I made to show you
I made the zealot use Geminis, but it doesn't show, because I used the attack1c command in IceCC instead of attack25 1
So sorry, but your theory is wrong
You may have overlooked something in Arsenal III or IceCC
Remeber, always check your sources before jumping to conclusions >_>

EDIT:
BAH, Kismet got here first

StarModder
03-17-2006, 3:28 AM
Ok Holocaust, let me see if i can find it.

MAE2588
03-21-2006, 6:37 PM
Untrue,
LordOfNukes did manage to give the zealot missiles
You must use more than just one unit for your hypothesis, otherwise it's pretty weak = |

Here's a mod I made to show you
I made the zealot use Geminis, but it doesn't show, because I used the attack1c command in IceCC instead of attack25 1
So sorry, but your theory is wrong
You may have overlooked something in Arsenal III or IceCC
Remeber, always check your sources before jumping to conclusions >_>

EDIT:
BAH, Kismet got here first

I didn't use that as my basis, just as a poor proof. I just believed that was how it worked since the beginning. You are right, though, and I appoligize.

SuiCidAl-KiSmEt (http://www.warboards.org/member.php?u=9230)---I'll try that when I get home, thanx. Post tomarrow to tell you if it worked. vbmenu_register("postmenu_289173", true);

EDIT:

I did what you said, now the characters do attack the air, except for the Dark Templar. I was unable to test the Dark Archon or the Terran. In the Zerg, they all work, but I havn't been able to test the Defilier's air attack that I gave to it.

The problem that I have now is that the zealot, along with the other units, don't attack with the weapon that I gave to them.

Example: The Zealot still uses its attack for the ground, but I gave it the Anti-matter missles for the air, but they use the ground attack for the air attack. How do I fix this? Also, how do I fix the Dark Templar so that it can attack the air as well as the ground and not glitch.

One other thing, for the units that don't have any attacks, let's say the Protoss Shuttle, how do I get them to attack?

SuiCidAl-KiSmEt
03-22-2006, 7:05 PM
Ok. Open ICE, load the script, and find the Protoss Zealot.
Now, starting off from last time, set the 'Initial Air Attack' and 'Repeated Air Attack' to 0.

Under 'Animation Scripts' go to the 'Initial Ground Attack Animation' animation.
http://www.freewebs.com/suicidal-kismet/ICE.JPG

You see that line right there, the one being highlighted? The 'Randomly play one of 2 sounds' code is the attack command for the Protoss Zealot. The Protoss Zealot is one of the units that has this special code in it. Most other units have "Attack with 1 ( 1 = Ground, else Air). Were going to have to make the Protoss Zealot like the other units. Select everything in the 'Initial Ground Attack Animation' animation' and press 'Copy'.
http://www.freewebs.com/suicidal-kismet/ICE2.JPG

Go to the 'Initial Air Attack Animation' and press 'Past' . Now at the last line of code, you will see "Go to Offset 0". Change the "0" to "11873".

After all that, remember the 'Randomly play one of 2 sounds' code? For the Air Attack Animation, replace that code with "Play sound (sfxdata.dat) 662" and "Attack with 1 ( 1 = Ground, else Air)".
http://www.freewebs.com/suicidal-kismet/ICE3.JPG

Do the same thing for the rest of the two other 'Randomly play one of 2 sounds' codes. Go to the "Entry Header Tab" and copy the 'Initial Air Attack' numbers and copy and past them to the 'Repeated Air Attack'.

http://www.freewebs.com/suicidal-kismet/ICE4.JPG
Save it and the Zealot will do two diffreant attacks now.

MAE2588
04-26-2006, 1:37 PM
Sorry it took so long to reply. I didn't get to the Mod until a couple days ago.

OK, I did that. And it works.

New problem, though: I did the same for the Dark Templar, but the game crashed. How do I fix this???

Holocaust
04-26-2006, 5:33 PM
Did you set the DT's air weapon so it can affect air?
You also may have missed something, such as an uncoded header that's needed for the DT to attack air.

MAE2588
04-27-2006, 2:35 PM
Did you set the DT's air weapon so it can affect air?
You also may have missed something, such as an uncoded header that's needed for the DT to attack air.

I used an air weapon that was made to be an air weapon, (Missiles I believe)

As for the uncoded header, I'm not sure. I just did the same thing I did for the Zealot, but I'll check and try again. I'm not positive about what you mean though. I'm thinking the numbers under the Entry Header tab, right?

Holocaust
04-27-2006, 5:52 PM
I used an air weapon that was made to be an air weapon, (Missiles I believe)

As for the uncoded header, I'm not sure. I just did the same thing I did for the Zealot, but I'll check and try again. I'm not positive about what you mean though. I'm thinking the numbers under the Entry Header tab, right?

Yeah, Initial Ground Attack, Initial Air attack, and the repeats.
You, however, will need to copy the Ground attack to idle number onto the air attack to idle space.

MAE2588
04-28-2006, 3:36 PM
I did that, too. It may be because I don't have any attack's made for the units that normally don't have an attack, like the Shuttle.

In the Arsenal III, I gave all units an attack, even the Reaver and Carrier. That way everyone can shoot at something and not need another unit to do the work for them.

Can this be part of the problem???