View Full Version : Help IceCC
Death505
06-09-2007, 11:23 AM
Hey ive seen the icecc faq and i can do basic stuff. I found out how to do random attacks but what are the weapon numbers for differnt stuff like a vultue would every so often shoot a rocket automaticaly or somthing whats the number?
matefkr
06-09-2007, 12:56 PM
if you talk about the useweapon "weaponnumber" then i think you have to use the weapons.dat id (i think it had beend described in the icc help file or manual.pdf or whatever).
Death505
06-09-2007, 1:10 PM
I found out were it is.. but now i got another problem.. i am doing this.. i go to last line in marine rpt attack before nocode thing and put tihs
__1e_condjmp 75 Grenade
Then i do this below last code thing and put this
Grenade:
wait 1
useweapon 4
wait 1
gotorepeatattk
and when i go to compile says error...
Holocaust
06-09-2007, 1:19 PM
The ID number you put in has to match the ID number of the weapon that the script will execute in Arsenal 3/DatEdit.
Check the ID numbers in the A3/DE lower right corner to see if it's the same.
I'm old school, so I don't know if the new ID numbers in DE match with the originals in A3.
coolpotatoes
06-09-2007, 1:49 PM
and when i go to compile says error...
What error do you get? This would be very helpful in figuring out what is wrong. And if ur using the GUI try the command line, it is often much more helpful with error messages. If you don't know how to use the command line version:
go to start>run then tpye cmd
type cd C:\icecc (or wherever icecc is installed)
type icecc -m -o "C:\icecc\iscript.bin" (or whatever u want the outputfile to be) C:\icecc\iscript.txt (or whatever ur text file is named)
Death505
06-09-2007, 2:16 PM
it says somthing like due to synex errors terminating.
Death505
06-09-2007, 2:21 PM
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sat Jun 09 13:07:36 2007
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 239 Marine (terran\marine.grp)
.headerstart
IsId 78
Type 12
Init MarineInit
Death MarineDeath
GndAttkInit MarineGndAttkInit
AirAttkInit MarineGndAttkInit
SpAbility1 Plauge
GndAttkRpt MarineGndAttkRpt
AirAttkRpt MarineGndAttkRpt
SpAbility2 [NONE]
GndAttkToIdle MarineGndAttkToIdle
AirAttkToIdle MarineGndAttkToIdle
SpAbility3 [NONE]
Walking MarineWalking
Other MarineOther
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
MarineInit:
imgul09 240 0 0 # MarineShad (terran\tmaShad.grp)
MarineOther:
playfram 0x44 # frame set 4
local04:
waitrand 63 75
__1e_condjmp 25 local00
__1e_condjmp 128 local03
goto local04
local00:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
__1e_condjmp 192 local01
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
wait 6
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
wait 6
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
goto local02
local03:
playfram 0x55 # frame set 5
wait 1
playfram 0x66 # frame set 6
wait 1
turnrand 3
wait 1
playfram 0x55 # frame set 5
wait 1
goto MarineOther
local01:
wait 13
local02:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto MarineOther
MarineDeath:
playsndbtwn 276 277 # Terran\MARINE\TMaDth00.WAV, Terran\MARINE\TMaDth01.WAV
playframno 0
playfram 0xdd # frame set 13
wait 2
playfram 0xde # frame set 13
wait 2
playfram 0xdf # frame set 13
wait 2
playfram 0xe0 # frame set 13
wait 2
playfram 0xe1 # frame set 13
wait 2
playfram 0xe2 # frame set 13
wait 2
playfram 0xe3 # frame set 13
wait 2
playfram 0xe4 # frame set 13
wait 2
sprul11 236 0 0 # MarineDeath (terran\tmaDeath.grp)
wait 1
end
MarineGndAttkInit:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
MarineGndAttkRpt:
wait 1
nobrkcodestart
playsnd 69 # Bullet\TMaFir00.wav
attack25 1
playfram 0x33 # frame set 3
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x22 # frame set 2
wait 1
__1e_condjmp 75 Plauge
nobrkcodeend
gotorepeatattk
ignorerest
MarineGndAttkToIdle:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto MarineOther
MarineWalking:
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
move 4
wait 1
playfram 0x44 # frame set 4
goto MarineWalking
Plauge:
wait 1
useweapon 4
wait 1
gotorepeatattk
thats what i have and it says that error..
Death505
06-09-2007, 2:50 PM
Plauge:
wait 1
useweapon 4
wait 1
gotorepeatattk
after the walking code is too long PLZ HELP
Death505
06-09-2007, 3:57 PM
Bump Please Help I Need To Know!
Holocaust
06-09-2007, 6:06 PM
Relax.
Lemme see what I can find what's wrong.
Normally, the errors I get are errors concerning the spelling of some of the opcodes/commands.
I've never come across a syntax error before though, perhaps there's something wrong with your IceCC file, try downloading from another site/source.
Personally, I don't like using the useweapon method from random projectile attacks. Use the 2 weapon method, it'll work better.
Death505
06-09-2007, 7:02 PM
Huh what you mean 2 weapon?
also i dled IceCC from starcraft.org.
Holocaust
06-09-2007, 7:13 PM
As in, giving the unit an air attack in DE, making a new header for the unit in IceCC, and setting it up so the random code jumps to the air attack.
I'm way too lazy to into detail. I'll post an example iscript if you need.
Death505
06-09-2007, 7:20 PM
Well ... could someone just post what the finished code should look like for a marine like in the faw plz i dont wanna do a diff way i wanna do it the random way i just dont want it to error..but thanks holo..
Holocaust
06-09-2007, 7:28 PM
MarineGndAttkInit:
playfram 0x00 # frame set 0
wait 1
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
MarineGndAttkRpt:
wait 1
nobrkcodestart
playsnd 69 # Bullet\TMaFir00.wav
attack25 1
playfram 0x33 # frame set 3
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x22 # frame set 2
wait 1
nobrkcodeend
__1e_condjmp 35 Grenade
gotorepeatattk
ignorerest
MarineGndAttkToIdle:
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
wait 1
goto MarineOther
Grenade:
wait 1
attack25 2
gotorepeatattk
ignorerest
This script causes the attacking Marine to randomly shoot his Air weapon, which is his secondary.
Death505
06-09-2007, 7:36 PM
Still error should i reinstall?
Holocaust
06-09-2007, 7:59 PM
Yes, definitely
Death505
06-09-2007, 8:16 PM
Where should i reinstall from now?
Death505
06-09-2007, 8:43 PM
bump....
Holocaust
06-09-2007, 9:06 PM
Don't bump your threads buddy, it's still visable from the top page.
Reinstall at the same place, in your C Drive.
Death505
06-09-2007, 9:19 PM
did.. says where i saved the script, 190 error final instructions does not terminate icecc error aborted due to synax error in my spot
Death505
06-09-2007, 9:20 PM
and when i try to re-open the file in icecc to see problem says... cannot load header file.
Holocaust
06-09-2007, 9:29 PM
Try opening the file directly instead of opening it from IceCC.
Use IceCC to compile only.
Death505
06-09-2007, 10:21 PM
did.. says where i saved the script, 190 error final instructions does not terminate icecc error aborted due to synax error in my spot
says that when i wanna compile it to a iscript.bin
Holocaust
06-09-2007, 10:24 PM
Attach your script, I'll try compiling it.
coolpotatoes
06-09-2007, 10:56 PM
Plauge:
wait 1
useweapon 4
wait 1
gotorepeatattk
I think this is ur problem. The last line in the iscript needs to either go somewhere else or end. While gotorepeatattk should route it elsewhere, the compiler doesn't seem to recognize that for me. Try adding a goto MarineGndAttkRpt that should produce the same effect as a gotorepeatattk.
Plauge:
wait 1
useweapon 4
wait 1
gotorepeatattk
goto MarineGndAttkRpt
yeah that fixed it :cool: I just compiled it, haven't tested it as I don't know what its suppose to do:) But here is the text file, and the .bin merged with the default.
Death505, if you are adding something to the thread then use the edit button to do so. Also, stop bumping your threads.
Holocaust
06-10-2007, 9:38 AM
I think this is ur problem. The last line in the iscript needs to either go somewhere else or end. While gotorepeatattk should route it elsewhere, the compiler doesn't seem to recognize that for me. Try adding a goto MarineGndAttkRpt that should produce the same effect as a gotorepeatattk.
Plauge:
wait 1
useweapon 4
wait 1
gotorepeatattk
goto MarineGndAttkRpt
yeah that fixed it :cool: I just compiled it, haven't tested it as I don't know what its suppose to do:) But here is the text file, and the .bin merged with the default.
Ah yes, I completely forgot about that.
+rep to you for remembering.
Death505
06-10-2007, 10:10 AM
oh my god.. sorry about that ktan but THANKS SO MUCH!! Fiannly my crysis is over! thank you guys alot!
.. i got it to work but the projectile wont fly to it.. it just appears on it.. any ideas?
Holocaust
06-10-2007, 10:17 AM
oh my god.. sorry about that ktan but THANKS SO MUCH!! Fiannly my crysis is over! thank you guys alot!
.. i got it to work but the projectile wont fly to it.. it just appears on it.. any ideas?
...
You haven't been paying real attention to my posts, have you?
Look at page 2, 2 weapon method.
Death505
06-10-2007, 11:17 AM
haha i didnt know that was it was..but i have a question what if a unit has already has air do i put attack26 and what if it dosnt have a ground/air attack will it still work?
rubberd91
06-10-2007, 12:53 PM
attack26 means the unit will choose what to attack with. In otherwords, when it attacks air, the unit will use its air attack, when it attacks ground, the unit will use its ground attack.
attack25 1 means that the unit will only use the ground attack.
attack25 2 means that the unit will only use the air attack.
And if you want a unit to attack that doesn't normally attack, just go here: http://www.warboards.org/showthread.php?t=19125
This page will also help with other numerous questions...
Here's a tutorial page that I made:
http://www.warboards.org/showthread.php?t=24890
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