View Full Version : Modding: How to add new units
neo-claw
04-27-2004, 3:21 PM
I have a question about Starcraft modding:
How do I make an unused unit to a new builable one?
I want to make a new air unit buildable in a Supply Depot. Any suggestios for which unused unit I can replace?
Nahotnoj
04-27-2004, 4:56 PM
hm.. it doesnt really matter what u replace.
btw, if uhavent recently, check ur pms on moddb neo-claw......
Battlecruiser
04-27-2004, 8:25 PM
This should be in the maps and mods depot forum.
neo-claw
04-29-2004, 1:25 PM
yeah.. sorry. But i'm pretty new in this forum.
Kerakazz
05-01-2004, 6:28 PM
I was wondering about this too, there are two new 'Toss units I want to make. Might anybody with experience creating new units be able to give me help as to the process?
ZeroDarkStar
05-01-2004, 7:08 PM
I'm not a modding expert, but this is the gist of what you have to do:
-Find an unused unit, such as a "Indepenant Command Center".
-Replace the graphics with ones that suit your need, using RetroGRP.
-Using StarGraft and Memgraft, create buttons on the supply depot that allow you to build your unit from it.
-Using said SG and MG, create buttons on the unit that allow it to attack, move, patrol, ect.
-Modify the iscript.bin to create attack animations in IceCC.
-Create your mod.
I think that's it. Wait until Rhino comes around to get a complete answer.
StealthyDeath
05-01-2004, 7:25 PM
First of all, you can not use an unused unit without modifying an existing unit. Unused units do not have there own graphics or iscripts.
Kerakazz
05-01-2004, 8:36 PM
But couldn't you give them iscripts and tell them to use this set of graphics or another? Or am I just hoping for too much?
StealthyDeath
05-01-2004, 10:32 PM
You can not give them iscripts because all unused units are coded to read from the scout's iscript. The only way to change what they read is to change them to read off another existing unit.
If you ever seen mods with new units, they are just existing units modified to read iscripts from the special buildings, certain hero units, etc...
BSTRhino
05-02-2004, 5:40 PM
Well, you can actually create iscripts. You just make a new header ID. The difficulty is finding a new, unused header ID. One way is to use ICE, click the 'create new header' button and see what number it gives you, or the second way is to decompile the whole iscript, and then see what the last header ID it decompiles is.
StealthyDeath
05-02-2004, 5:51 PM
Obviously you can tell that I suck at iscripting. :D
BSTRhino
05-02-2004, 6:00 PM
Don't say that StealthyDeath... that's not true.
StealthyDeath
05-02-2004, 6:12 PM
Well the only thing I know how to do, is just modifying weapons and buildings.
Kerakazz
05-02-2004, 9:32 PM
Yea, I figure I'll just go make the graphics and then come back and figure this out.
StealthyDeath
05-03-2004, 1:01 AM
If you are going to use the unused iscript ID's, I've posted the information off BroodKiller's table, Iscript.bin headers.
"Empty IDs: 1, 35, 85, 110, 132, 194, 195, 196, 197, 263, 355, 363, 364.
You may also use all the numbers strictly over 411. "Strictly" because header of ID 411 somehow cannot be used." (BroodKiller)
You'll also have to ask BSTRhino on how to use them, as I do not know.
BSTRhino
05-03-2004, 6:26 PM
Yes, images.dat has a thing that says 'iscript ID=' or something like that, and you just write you header ID in there.
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