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View Full Version : some anoying little troubling things


Scourge_Splitter
09-03-2006, 11:26 AM
ok, I was doing some hardcore modding for a conversion i'm working on for ages.

basically i've been throweing thewhole tech tree of the zerg upside down
wanted to added some researches units and stuff.

ok let's sum them up. (i've ordered them to where i believe the flaw is located)

Memgraft related troubleshooting:
1) I wanted to give the terran civilian (which has become a hugh flying unit) the ability to transport units, however..the load and unload buttons dont dhow up.

2) I've added the overmind cocoon for the zerg (obtained by having lair)
now when you've got a hive the overmind cocoon would be evolving into a cerebrate, it does take the money and time, but when it's finished i still have the overmind cocoon and not the cerebrate.

3) I've made the lair, sunken colony and spore colony being built from drones instead of evolving from the hatchery and creep colony correspondingly.
but, the building starts out with just 10% of it's HP (just like what happens to the shields of a terran building)

4) I've add the ability or terrans and zerg to research shielding
but instead of using the same protoss shields i've used unused upgrade nr. 59 & 60 (59 = zerg, 60 = terran) they do research but the shields of both terrans and zerg arent increased by one per research.

Other stuff thats troubling:

* I've add quite the lines i the stats_txt file, and moved some up and down to organize, now when i'm playing the game all names are mixed up.
for example: usually it says: "train Marine" when i play it says something like: "Firebat requires
Academy"
and it throws up the whole stats_txt from where i've added my own lines

* my high templars will no longer merge into a archon, however the button activetes, the high templars just sit there doing nothing

* My broodling cant buttow, it only displays the unburrow button, regardless if the burrow ability is researched or not.

I very much would like it if you guys could help me out here...

HighAsHell
09-04-2006, 8:19 AM
What are you using to make that? I've been looking for a while now.

Scourge_Splitter
09-04-2006, 8:53 AM
all the programms i use for modding are the following:
-memgraft
-datedit
-ICE
i think these are the most important
further ones i use are retro grp and smacker for graphic and smk files

HighAsHell
09-04-2006, 8:59 AM
thanks

JarquaFelmu
09-04-2006, 10:56 AM
Memgraft related troubleshooting:
1) I wanted to give the terran civilian (which has become a hugh flying unit) the ability to transport units, however..the load and unload buttons dont dhow up. I'm not even going to go into the Memgraft and Starcraft issue because I assume you know all about it;).

2) I've added the overmind cocoon for the zerg (obtained by having lair)
now when you've got a hive the overmind cocoon would be evolving into a cerebrate, it does take the money and time, but when it's finished i still have the overmind cocoon and not the cerebrate. No idea sorry:(

3) I've made the lair, sunken colony and spore colony being built from drones instead of evolving from the hatchery and creep colony correspondingly.
but, the building starts out with just 10% of it's HP (just like what happens to the shields of a terran building) Im not sure about this one, if its possible you should research why the protoss shields start at max, and by the same token what causes health to jump up when your building a building, find that code and then you might beable to add it to what your doing.

4) I've add the ability or terrans and zerg to research shielding
but instead of using the same protoss shields i've used unused upgrade nr. 59 & 60 (59 = zerg, 60 = terran) they do research but the shields of both terrans and zerg arent increased by one per research.No idea either:(.

Other stuff thats troubling:

* I've add quite the lines i the stats_txt file, and moved some up and down to organize, now when i'm playing the game all names are mixed up.
for example: usually it says: "train Marine" when i play it says something like: "Firebat requires
Academy"
and it throws up the whole stats_txt from where i've added my own lines Okay here's something I can help you with! The problem your having is that the starcraft programming tells it to look at a certain line in the stat_txt.tbl, not for a specific phrase or word. And what ever is on that line is what is used, so when you added lines I assume in the middle, thats when it messed things up, because what was once there is no longer there and so it's giving you a different name. If you check you'll find that the correct phrase is no more than a few off up or down. Aka. Just can't add new lines anywhere, they have to be at the end.

* my high templars will no longer merge into a archon, however the button activetes, the high templars just sit there doing nothing

* My broodling cant buttow, it only displays the unburrow button, regardless if the burrow ability is researched or not.No idea here either, sorry:(.

Scourge_Splitter
09-05-2006, 12:32 AM
thnx...
some things i've discovered myself allready but the thanks i appreciate

it's just a huge project so forgetting some things checking happens easily
just some things arent working quite well yet but i'll come around with it.

Scourge_Splitter
09-05-2006, 4:55 AM
the only major concern yet is the HP thingy...
i'll be keeping you uys informed...

DarkMirror
09-05-2006, 5:44 PM
I always figured it would be cool to make a cerebrate. I thought thatt if I made a mod, id do that.
Can you make a cerebrate able to mindcontrol buildings? that would be cool.

Scourge_Splitter
09-07-2006, 1:05 AM
lol, I sure can make the button for it but i've never got any other building (besides regular defender buildings) to act as a defensive structure.
so i doubt that with my current knowlegde i could only provide the buttons for you but actually making it mind control other buildings when near... not gonna happen