View Full Version : how do i get buildings to attack
how would i get the pylon to shoot the plus cannon or the command center to attack as if 4 Marines were in it and attack wile it moved?
DarkLStrike
05-06-2006, 8:49 PM
As for the pylons to attack, i think it is possible. But the command center is pretty much impossible to make the marines to attack while it is flying.
Just modify the ISCRIPTS for the pylons n stuff.
MidnightGladius
05-06-2006, 9:04 PM
For buildings to attack, they require an Other codeblock - also, don't forget to actually give them weapons in unit.dat :/
Holocaust
05-06-2006, 9:08 PM
As for the pylons to attack, i think it is possible. But the command center is pretty much impossible to make the marines to attack while it is flying.
Just modify the ISCRIPTS for the pylons n stuff.
Not specific enough.
Give the building an attack animation in ICE or IceCC. You'll also need an AttacktoIdle animation for the attack animation to be complete. If you don't know how, look at another unit's attack animation and try to apply it to your building
The building though, will not have an attack button, unless you give it one in memgraph.
Then you would give the building pulse cannon in A3
For the CC, I think it would be possible.
Give the CC a load button, and look at the bunker's iscript. If you copy one of it's labels (I think it's the Other codeblock) over to the CC and adapt it to suit the script, I think it might work.
Not recommended if you're new at modding
MidnightGladius
05-06-2006, 9:18 PM
No, the bunker effect is completely uncontrolled by iscripting - it's either Memgrafted on or hardcoded - the iscript shows nothing in regards to attacking.
whats an "other code block"? and I'm new at modding :( also can i get the CC to attack with just 4 gussrifles or whatever the marines use not actually have marines in it?
and were are these iscripts located?
nm i got it
ok new question, how do i get the game to use my new iscript.bin
Holocaust
05-07-2006, 11:16 AM
This is an example of an Other codeblock
HighTemplarOther:
playfram 0x110 # frame set 16
wait 1
playfram 0xff # frame set 15
wait 1
playfram 0xee # frame set 14
wait 1
goto HighTemplarGndAttkToIdle
You can still make the CC attack with a gauss rifle, but you'd have to add some sort of firing animation to it's attack script.
Create a new folder in your mod folder, name it scripts.
Put your iscript.bin in there then compile your folder into an mpq
Ok, I couldn’t get it but I just started modding like 2 days ago so ill just have to play with it and get so experience, unless someone would like to tell me what to do step by step :) ,
thanks anyway
DiscipleOfAdun
05-09-2006, 2:42 PM
No, the bunker effect is completely uncontrolled by iscripting - it's either Memgrafted on or hardcoded - the iscript shows nothing in regards to attacking.
Correct. Loading units is a memgraft thing. Bunker stuff should be hardcoded. However, iirc, loading a unit that can attack in a bunker into a ground building causes it to crash when an enemy comes in range....a side affect of bunkers....does someone want to test that? I can't remember if that is true...(if someone does, i suggest that this post and the reply's be split into a new thread...)
MidnightGladius
05-09-2006, 6:21 PM
Yeah - if you modify the bunker attack overlay incorrectly, it'll screw everything up.
B.A.Baracus
05-09-2006, 6:25 PM
Just piss them off, you piss anything off and it will attack.
MidnightGladius
05-09-2006, 6:40 PM
Meh. If only it was that simple :/
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