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View Full Version : yet another iscript question


shaggydavid
03-06-2008, 9:52 PM
this is the iscript decompiled of the battle cruiser
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Thu Mar 06 21:29:49 2008
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 218 Battlecruiser (terran\BattleCr.grp)
.headerstart
IsId 66
Type 12
Init BattlecruiserInit
Death BattlecruiserDeath
GndAttkInit BattlecruiserGndAttkInit
AirAttkInit BattlecruiserAirAttkInit
SpAbility1 [NONE]
GndAttkRpt BattlecruiserGndAttkInit
AirAttkRpt BattlecruiserAirAttkInit
SpAbility2 BattlecruiserSpAbility2
GndAttkToIdle BattlecruiserGndAttkToIdle
AirAttkToIdle BattlecruiserGndAttkToIdle
SpAbility3 [NONE]
Walking BattlecruiserWalking
Other BattlecruiserOther
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
BattlecruiserInit:
imgul09 219 0 42 # BattlecruiserShad (terran\BattleCr.grp)
playfram 0x00 # frame set 0
goto BattlecruiserGndAttkToIdle
BattlecruiserGndAttkToIdle:
wait 125
goto BattlecruiserGndAttkToIdle
BattlecruiserDeath:
playsnd 177 # Terran\BATTLE\tbaDth00.wav
imgol08 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
BattlecruiserGndAttkInit:
imgol08 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto local00
local00:
wait 1
attack25 1
gotorepeatattk
goto BattlecruiserGndAttkToIdle
BattlecruiserAirAttkInit:
imgol08 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto local01
local01:
wait 1
attack25 2
gotorepeatattk
goto BattlecruiserGndAttkToIdle
BattlecruiserSpAbility2:
imgol0a 543 # Unknown543 (thingy\eycBlast.grp)
goto BattlecruiserGndAttkToIdle
BattlecruiserWalking:
imgol08 220 0 0 # BattlecruiserGlow (thingy\tbaGlow.grp)
goto BattlecruiserGndAttkToIdle
BattlecruiserOther:
shvertpos 1
waitrand 8 10
shvertpos 2
waitrand 8 10
shvertpos 1
waitrand 8 10
shvertpos 0
waitrand 8 10
goto BattlecruiserOther


now if i am to add a set of attack frames,(i tryed to put the play frame set data in at local 00, 01[never the less it played the attack frame when firing, but after it killed the enemy it crashed]) {the code playfram 0x11 # frame set 1
wait 10
playfram 0x00 # frame set 0
gotorepeatattk }

im trying to figure where i went wrong. yes i did make a new grp with 2 sets of frames totaling 34 individual frames. and patched it with both fire graft and mpq draft, seperate patches with the grp and the iscript (properly compiled) contained inside and no other editing.

please tyr to help me figure this out the vulture attack frames were easy to change and the battle cruiser seems to be difficult.

raidmax
03-07-2008, 11:15 AM
Try adding a wait 1 before frameset 1 is called, its trying to play two framesets at once. So like this:


wait 1
playfram 0x11 # frame set 1
wait 10
playfram 0x00 # frame set 0
gotorepeatattk

migidu
03-07-2008, 10:04 PM
just my guess, you cant end the block of code with gotorepeatattk

KillerKow
03-07-2008, 10:20 PM
What migidu means to say, is that you need to include (leave in, it's there by default) the 'goto BattlecruiserGndAttkToIdle' after the gotorepeatattk, which you have not specified that you have done.

raidmax
03-08-2008, 4:08 PM
Holy crap, how did I miss that? Yeah, do what they said.

shaggydavid
03-11-2008, 7:06 PM
this is the iscript changes i made # ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\Documents and Settings\100413\Desktop\iscript\c\iscript.bin'
# created on: Tue Mar 11 18:58:33 2008
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 218 Battlecruiser (terran\BattleCr.grp)
.headerstart
IsId 66
Type 12
Init BattlecruiserInit
Death BattlecruiserDeath
GndAttkInit BattlecruiserGndAttkInit
AirAttkInit BattlecruiserAirAttkInit
SpAbility1 [NONE]
GndAttkRpt BattlecruiserGndAttkInit
AirAttkRpt BattlecruiserAirAttkInit
SpAbility2 BattlecruiserSpAbility2
GndAttkToIdle BattlecruiserGndAttkToIdle
AirAttkToIdle BattlecruiserGndAttkToIdle
SpAbility3 [NONE]
Walking BattlecruiserWalking
Other BattlecruiserOther
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
BattlecruiserInit:
imgul09 219 0 42 # BattlecruiserShad (terran\BattleCr.grp)
playfram 0x00 # frame set 0
goto BattlecruiserGndAttkToIdle
BattlecruiserGndAttkToIdle:
wait 125
goto BattlecruiserGndAttkToIdle
BattlecruiserDeath:
playsnd 177 # Terran\BATTLE\tbaDth00.wav
imgol08 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
BattlecruiserGndAttkInit:
imgol08 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto local00
local00:
wait 1
attack25 1
wait 1
playfram 0x11 # frame set 1
wait 10
playfram 0x00 # frame set 0
gotorepeatattk
goto BattlecruiserGndAttkToIdle
BattlecruiserAirAttkInit:
imgol08 446 0 0 # BCLaserFireOverlay (thingy\elbBat.grp)
goto local01
local01:
wait 1
attack25 2
wait 1
playfram 0x11 # frame set 1
wait 10
playfram 0x00 # frame set 0
gotorepeatattk
goto BattlecruiserGndAttkToIdle
BattlecruiserSpAbility2:
imgol0a 543 # Unknown543 (thingy\eycBlast.grp)
goto BattlecruiserGndAttkToIdle
BattlecruiserWalking:
imgol08 220 0 0 # BattlecruiserGlow (thingy\tbaGlow.grp)
goto BattlecruiserGndAttkToIdle
BattlecruiserOther:
shvertpos 1
waitrand 8 10
shvertpos 2
waitrand 8 10
shvertpos 1
waitrand 8 10
shvertpos 0
waitrand 8 10
goto BattlecruiserOther

i have 34 frames and it still crashes at fire, can one of you take a look at my iscript and tell me if i messed up. thanks.

shaggydavid
03-20-2008, 1:19 PM
im trying to get the science vessel to use a set of frames (not frame sets of 17) i scriped it this way# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Thu Mar 20 00:14:56 2008
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 260 ScienceVessel (terran\wessel.grp)
.headerstart
IsId 88
Type 12
Init ScienceVesselInit
Death ScienceVesselDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
SpAbility2 ScienceVesselSpAbility2
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking ScienceVesselWalking
Other ScienceVesselWalking
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
ScienceVesselInit:
imgol08 261 0 0 # ScienceVesselTurret (terran\wesselt.grp)
imgul09 262 0 42 # ScienceVesselShad (terran\tveShad.grp)
playfram 0
goto ScienceVesselWalking
ScienceVesselWalking:
playfram 1
wait 2
playfram 2
wait 2
playfram 3
wait 2
playfram 4
wait 2
playfram 5
wait 2
playfram 6
wait 2
goto ScienceVesselWalking
ScienceVesselDeath:
playsnd 348 # Terran\VESSEL\TVeDth00.WAV
imgol08 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
ScienceVesselSpAbility2:
imgol08 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
castspell
nobrkcodeend
gotorepeatattk
sigorder 2
goto ScienceVesselWalking

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 949 PowerGenerater (neutral\Generate.grp)
.headerstart
IsId 408
Type 20
Init PowerGeneraterInit
Death PowerGeneraterDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
SpAbility2 [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking [NONE]
Other [NONE]
BurrowInit [NONE]
ConstrctHarvst [NONE]
IsWorking [NONE]
Landing PowerGeneraterLanding
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 PowerGeneraterUnknown19
Unknown20 PowerGeneraterUnknown19
Unknown21 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
PowerGeneraterInit:
imgul09 950 0 0 # PowerGeneraterShad (neutral\tgnShad.grp)
PowerGeneraterLanding:
playfram 0
wait 2
playfram 1
wait 2
playfram 2
wait 2
playfram 3
wait 2
playfram 4
wait 2
playfram 5
wait 2
playfram 6
wait 2
goto PowerGeneraterLanding
PowerGeneraterDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol08 334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 3
__3f_condjmp local00
sprul11 273 0 0 # TerranBuildingRubblesmall (thingy\RubbleS.grp)
wait 1
end
local00:
wait 1
end
PowerGeneraterUnknown19:
wait 125
goto PowerGeneraterUnknown19

can any one tell me why this doesn't work.

********edit**********************
i had to put extra shadow frames in tveShad.grp for it to work.

migidu
03-23-2008, 1:22 AM
ugh, that's because there are two iscript IDs in one iscript file -- the science vesel and the power generator. which should not be.

shaggydavid
03-23-2008, 9:05 AM
ugh, that's because there are two iscript IDs in one iscript file -- the science vesel and the power generator. which should not be.
not to be rude, but i did figure it out check out the bottom of the quote.

i use other iscript to see how they are written. i acdentally left it on there when i posted before.

im trying to get the science vessel to use a set of frames (not frame sets of 17) i scriped it this way# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Thu Mar 20 00:14:56 2008
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 260 ScienceVessel (terran\wessel.grp)
.headerstart
IsId 88
Type 12
Init ScienceVesselInit
Death ScienceVesselDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
SpAbility2 ScienceVesselSpAbility2
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking ScienceVesselWalking
Other ScienceVesselWalking
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
ScienceVesselInit:
imgol08 261 0 0 # ScienceVesselTurret (terran\wesselt.grp)
imgul09 262 0 42 # ScienceVesselShad (terran\tveShad.grp)
playfram 0
goto ScienceVesselWalking
ScienceVesselWalking:
playfram 1
wait 2
playfram 2
wait 2
playfram 3
wait 2
playfram 4
wait 2
playfram 5
wait 2
playfram 6
wait 2
goto ScienceVesselWalking
ScienceVesselDeath:
playsnd 348 # Terran\VESSEL\TVeDth00.WAV
imgol08 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
ScienceVesselSpAbility2:
imgol08 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
castspell
nobrkcodeend
gotorepeatattk
sigorder 2
goto ScienceVesselWalking

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 949 PowerGenerater (neutral\Generate.grp)
.headerstart
IsId 408
Type 20
Init PowerGeneraterInit
Death PowerGeneraterDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
SpAbility2 [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking [NONE]
Other [NONE]
BurrowInit [NONE]
ConstrctHarvst [NONE]
IsWorking [NONE]
Landing PowerGeneraterLanding
LiftOff [NONE]
Unknown18 [NONE]
Unknown19 PowerGeneraterUnknown19
Unknown20 PowerGeneraterUnknown19
Unknown21 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
PowerGeneraterInit:
imgul09 950 0 0 # PowerGeneraterShad (neutral\tgnShad.grp)
PowerGeneraterLanding:
playfram 0
wait 2
playfram 1
wait 2
playfram 2
wait 2
playfram 3
wait 2
playfram 4
wait 2
playfram 5
wait 2
playfram 6
wait 2
goto PowerGeneraterLanding
PowerGeneraterDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol08 334 0 0 # TerranBuildingExplosionlarge (thingy\tBangX.grp)
wait 3
__3f_condjmp local00
sprul11 273 0 0 # TerranBuildingRubblesmall (thingy\RubbleS.grp)
wait 1
end
local00:
wait 1
end
PowerGeneraterUnknown19:
wait 125
goto PowerGeneraterUnknown19

can any one tell me why this doesn't work.

********edit**********************
i had to put extra shadow frames in tveShad.grp for it to work.

migidu
03-23-2008, 9:24 PM
so what do you mean? i think that was the problem if you compiled the iscript with two IDs.

shaggydavid
03-24-2008, 12:06 AM
you can change multipule iscript entres and compile them into an iscript. although i only compiled the wessel and vulture entrys for the mod not the power generator.

Pearcenator
03-24-2008, 8:28 PM
O.o? This isn't making a lick of sense to me. mainly cause I can't use iceCC due to it never openning up. even my friend has problems with it... I just stick to the basics:D(ICE). it works for me. I also "use my resources" as in learn from iscripts from other mods. Not to steal, just learn:).

shaggydavid
03-25-2008, 1:39 AM
that is how i make my mods in icecc, i go to the one i want to change and click on it and then i go to the one that has the type of changes i want to make and decompile them together then i go to the text editor and edit the one im working with to emulate the other one.

migidu
03-26-2008, 9:47 PM
there are 2 headers. that's what im pointing out. icecc runs only at java real time.

shaggydavid
03-28-2008, 2:16 PM
here ill show you a working vulture , wraith, and science vessel. in my mod i have corisponding grps to make it work.
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 243 Wraith (terran\phoenix.grp)
.headerstart
IsId 82
Type 12
Init WraithInit
Death WraithDeath
GndAttkInit WraithGndAttkInit
AirAttkInit WraithAirAttkInit
SpAbility1 [NONE]
GndAttkRpt WraithGndAttkInit
AirAttkRpt WraithAirAttkInit
SpAbility2 [NONE]
GndAttkToIdle WraithGndAttkToIdle
AirAttkToIdle WraithGndAttkToIdle
SpAbility3 [NONE]
Walking WraithWalking
Other WraithGndAttkToIdle
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
WraithInit:
imgul09 244 0 42 # WraithShad (terran\phoenix.grp)
playfram 0x00 # frame set 0
goto WraithGndAttkToIdle
WraithGndAttkToIdle:
shvertpos 1
waitrand 8 10
shvertpos 2
waitrand 8 10
shvertpos 1
waitrand 8 10
shvertpos 0
waitrand 8 10
goto WraithGndAttkToIdle
WraithDeath:
playsnd 257 # Terran\PHOENIX\TPhDth00.WAV
imgol08 332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait 3
end
WraithGndAttkInit:
wait 6
playfram 0x33 # frame set 3
wait 6
playfram 0x44 # frame set 4
attack25 1
gotorepeatattk
goto local01
local01:
wait 1
playfram 0x00 # frame set 0
goto local01
WraithAirAttkInit:
wait 6
playfram 0x11 # frame set 1
wait 6
playfram 0x22 # frame set 2
attack25 2
gotorepeatattk
goto local01
WraithWalking:
wait 1
playfram 0x00 # frame set 0
imgol08 245 0 0 # WraithGlow (thingy\tphGlow.grp)
shvertpos 0
goto local01
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'C:\Documents and Settings\100413\Desktop\iscript\c\vult\iscript.bin '
# created on: Sat Mar 15 16:38:15 2008
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 256 Vulture (terran\Vulture.grp)
.headerstart
IsId 86
Type 13
Init VultureInit
Death VultureDeath
GndAttkInit VultureGndAttkInit
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt VultureGndAttkInit
AirAttkRpt [NONE]
SpAbility2 [NONE]
GndAttkToIdle VultureGndAttkToIdle
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking VultureWalking
Other VultureGndAttkToIdle
BurrowInit VultureBurrowInit
.headerend
# ----------------------------------------------------------------------------- #
VultureInit:
imgul09 257 0 7 # VultureShad (terran\Vulture.grp)
playfram 0x00 # frame set 0
goto VultureGndAttkToIdle
VultureGndAttkToIdle:
wait 1
playfram 0x00 # frame set 0
goto VultureGndAttkToIdle
VultureDeath:
playsnd 353 # Terran\VULTURE\TVuDth00.WAV
imgol08 332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait 3
end
VultureGndAttkInit:
wait 1
playfram 0x11 # frame set 1
wait 5
playfram 0x22 # frame set 2
wait 8
attack25 1
wait 1
playfram 0x00 # frame set 0
gotorepeatattk
goto VultureGndAttkToIdle
VultureBurrowInit:
attack25 1
sigorder 1
wait 1
end
VultureWalking:
wait 1
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
playfram 0x33 # frame set 3
wait 125
goto VultureGndAttkToIdle
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 260 ScienceVessel (terran\wessel.grp)
.headerstart
IsId 88
Type 12
Init ScienceVesselInit
Death ScienceVesselDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
SpAbility1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
SpAbility2 ScienceVesselSpAbility2
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
SpAbility3 [NONE]
Walking ScienceVesselWalking
Other ScienceVesselWalking
BurrowInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
ScienceVesselInit:
imgol08 261 0 0 # ScienceVesselTurret (terran\wesselt.grp)
imgul09 262 0 42 # ScienceVesselShad (terran\tveShad.grp)
playfram 0
goto ScienceVesselWalking
ScienceVesselWalking:
playfram 1
wait 1
playfram 2
wait 1
playfram 3
wait 1
playfram 4
wait 1
playfram 5
wait 1
playfram 6
wait 1
playfram 0
wait 1
goto ScienceVesselWalking
ScienceVesselDeath:
playsnd 348 # Terran\VESSEL\TVeDth00.WAV
imgol08 333 0 0 # TerranBuildingExplosionmedium (thingy\tBangL.grp)
wait 3
end
ScienceVesselSpAbility2:
imgol08 539 0 0 # Unknown539 (thingy\tveGlowO.grp)
nobrkcodestart
wait 3
castspell
nobrkcodeend
gotorepeatattk
sigorder 2
goto ScienceVesselWalking


note: that the vulture walking graphic is duplicated a lot of times but that is the only way to get enough wait time for the biggest maps.

in icecc this text file is overlaped with a default one changing it to a whole iscript file wich you would place in your mod.