View Full Version : SC2 Mod for SC: Help Needed
BlademasterSlsh
05-24-2008, 9:58 AM
I was browsing the SCLegacy threads, noting for the up-teenth time that people were complaining "that wont work" and "that is going to be so unbalanced!" in response to some Krune Q&A update when the idea hit me. Why not make an SC2 mod for SC?
Project Shortterm Plan (~3 weeks+): Try to get some features of SC2 into an SC mod. (Command Center holds 5 units, "Reapers" jump terrain, HT and DT can merge together to make "Twilight Archons")
Project Midrange Plan (~3 weeks to 2 months): Tackle some of the harder/time consuming aspects of making the mod, such as Graphics and making new abilities (such as Snipe, "Immortal" shields, and Supply Depot burrowing).
Project Longterm Plan (~2 months+): Complete a generic SC2 mod based on information released, creating and posting/publishing an updated mod as new Q&A's come out.
I have looked around, and I think that most of what I've presented is do-able, I just don't have the know how to mod some of the more complex stuff (such as increasing a unit's ability to carry mines, making a building hold units, etc.). If anyone can help, either by actually helping construct the mod or to pass along words of wisdom, that would be great.
DoctorZettabyte
05-24-2008, 10:37 AM
Good luck to ya. I'd expect a cease-and-desist letter on day 1. After all, it is a little bit illegal, don't you think?
Welcome to WarBoards. :-)
-DoctorZettabyte
ForTheSwarm
05-24-2008, 10:38 AM
Aqotrooper made a few unit models.
raidmax
05-24-2008, 10:43 AM
Good luck to ya. I'd expect a cease-and-desist letter on day 1. After all, it is a little bit illegal, don't you think?
Welcome to WarBoards. :-)
-DoctorZettabyte
Lolno. Blizz wouldn't do that, because there are already 2 SC2 conversion mods in progress.
Durandal
05-24-2008, 2:18 PM
Yeah, and soon there'll be more people running around flocking to get modding tools for this predictable idea, and Blizzard will have to notice.
BlademasterSlsh
05-24-2008, 3:36 PM
It all depends on how they see it. It could be considered free publicity. In any case, I doubt I can make it as good as the released game.
I guess I have two specific questions, and I haven't seen anything that covers these on a standard tutorial.
1) How do you make buildings hold units (in a similar way the bunker holds units) without letting the units inside attack?
2) How do you modify the amount of Mines (Interceptors, etc.) that a unit has?
Tools I currently have:
MPQDraft, WinMPQ, Arsenal3, DatEdit, StarGraft, MemGraft, FireGraft, TblPad, RetroGRP, ICE, ICECC, and SFGrpConv. I downloaded, but have no clue how to use ICE or ICECC.
1) give the building unit space and add load/unload buttons. Only caveat to this is that you cannot select which units will enter the building like the bunker (it's hardcoded)
2) Those would be listed in the EXE Edits section in firegraft.
Welcome aboard too. If you have any additional questions feel free ask. :)
Blademaster' some of the things that you are asking for will be damn near hard to pull, if not impossible, since the SC-BW game engine is rather limited due to his oldness.
And if you have DatEdit you can sure as hell dump Arsenal 3 from your tools. *Wink, hint*
And welcome on board too. ;)
Durandal
05-24-2008, 7:49 PM
It all depends on how they see it. It could be considered free publicity.
The only way they'll see it is as copyright infringement of their intellectual property.
You might get lucky, but trust me, they do this kind of stuff all the time. I used to be a ModDB regular, and watched Starcraft-based mod after mod get cease and desist letters.
1) give the building unit space and add load/unload buttons. Only caveat to this is that you cannot select which units will enter the building like the bunker (it's hardcoded)
There is a problem with this, however, since the Command Center would not get the small menu screen that other units like Bunkers and Dropships get when they have units loaded into them, so you would have no way to tell what units are inside. An easy way to circumvent the problem would be to take the Yggdrasil (Overlord Hero), remove its movement flags, give it building flags and the Command Center graphics, then in Firegraft give it the button set of a Command Center and change the .exe edit so that it's the default Terran starting building.
I can probably detail this more, if you'd like.
DarkMirror
05-24-2008, 7:52 PM
I don't see them caring.
Durandal
05-24-2008, 8:01 PM
They might not seeing as how it's a development of their own game on their own engine, but they're not very appreciative of anything else.
BlademasterSlsh
05-24-2008, 11:23 PM
1) give the building unit space and add load/unload buttons. Only caveat to this is that you cannot select which units will enter the building like the bunker (it's hardcoded)
Buttons I figured out, but I'm still searching for a way to add unit space.
2) Those would be listed in the EXE Edits section in firegraft.
I've read as much, but I can't make heads or tails of the EXE edit section. Unless there is something I'm missing, I haven't the foggiest idea what an initial count of 232, a space ID check of 15 civilians and create unit ID 201 Overmind Cocoon are suppose to translate into as far as stats and figures. (Spidermine properties in EXE edit section)
Welcome aboard too. If you have any additional questions feel free ask. :)
You may regret extending the invitation! I'm sure I'll take you up on that.:D
DiscipleOfAdun
05-25-2008, 1:25 AM
Sounds like offsets aren't being read right by FG. I'd check all your version stuff to make sure it matches what is needed.
As for blizz saying stop, I assume that because SC modding is so limited and that it does generate interest in sc2, it won't be immediately shut down.
btw, whatever you guys may 'know' that I was working on in terms of an sc2 mod died. Didn't have enough support or time to do it.
Durandal
05-25-2008, 1:55 AM
but I'm still searching for a way to add unit space.
It's right under the regular unit tab in DatEdit. No idea how you could miss that.
See attached picture. (DatEdit Download (http://www.stormcoast-fortress.net/downloads/DatEdit15/): In case you don't already have it)
BlademasterSlsh
05-25-2008, 5:36 PM
... I can't believe I didn't see that...
I think I'm doing something wrong, because the Load/Unload buttons do not show up with the Command Center (and yes, I double checked that they are added in FireGraft). I know that modding is suppose to be done with SC:BW 1.15.1, but everything I've been doing so far has been with 1.15.2. Is there a difference between the two that would break certain mods but not others?
ForTheSwarm
05-25-2008, 6:07 PM
I think that FireGraft only works with 1.15.1 as of now.
TheNomad
05-28-2008, 3:02 PM
There is a problem with this, however, since the Command Center would not get the small menu screen that other units like Bunkers and Dropships get when they have units loaded into them, so you would have no way to tell what units are inside. An easy way to circumvent the problem would be to take the Yggdrasil (Overlord Hero), remove its movement flags, give it building flags and the Command Center graphics, then in Firegraft give it the button set of a Command Center and change the .exe edit so that it's the default Terran starting building.
I can probably detail this more, if you'd like.
Not fully working, just so you know. This was an idea I was toying with way before SC2 was even announced. While you will get the transport console, you won't get the train console. So in other words, you won't see the progress bar of SCVs being built.
BlademasterSlsh, there have been many attempts of a SC2 mod, one is called StarCraft 1.99. To be honest, I am not against it, but I do have quite enough know-how to prolly implement at least 50% of the SC2 features (mainly offline, and MAYBE online) even on 1.15.2 without FireGraft, but... let's just say I thought of most features and the amount of work needed is just not worth it. Now don't get me wrong, I am not against working hard for fun, it's just that this engine is not worth the trouble. If we had even 30% of the capabilities from the WC3 engine, then maybe I'd have give it a go. Specifically the programming script that WC3 uses which was used to make Project Revolution - aka SC in 3D working on WarCraft 3.
Unfortunately, ASM is not that flexible. I talk to DoA quite often and I always amaze him with my useless or not so useless ideas and even examples (f.e. making an opposite of DarkSwarm meaning only range kills, melee doesn't without exe editing), but as said before, the amount of work in such ideas is huge without even a bit of source code. Most in-depth knowledge of the exe came just recently in the last 2, maybe 3 years tops about the headers and most formats SC uses. DatEdit changed incredibly and FG is smth I only dreamed of back when SG existed. And it is still not enough to accomplish a SC2 mod.
I assume with a lot of heavy editing of the exe, since a fourth race IS POSSIBLE with huge work, I assume a new console mode to get BOTH, transport AND Training would work... but I don't even want to imagine ho long that'd take. This is not meant to discourage anyone to try it, obviously. Heck, I'd love to see such a mod. But as much as I like the engine, I wouldn't want to do exactly everything manually. If we could get some sort of pseudo-script working in SC, then ... maybe then SC2 mods would be 100% possible.
I was thinking about the Colossus. Graphically, it might be possible. But animating it won't work all that well (I am referring to climbing up/down cliffs). Also, the double shields goons have: the enhanced ones for explosive siege damage and the normal shields for smaller units, say Marines. This is not quite smth you could mod in SC1. Not to mention things like Time Bomb or Worm Hole. At most with some trigger system, best case, but we'd need:
1. EUD conditions
2. specific maps, so playing on ANY map would not be all that possible
Which is why I said I have ideas and know how to do maybe 50% of what is currently announced.
Durandal
05-28-2008, 3:46 PM
The EUD conditions shouldn't be that hard to dig up. Rather than specific maps, you might benefit from waiting for that fabled location tool, and then just playing with the .got editor.
TheNomad
05-28-2008, 4:20 PM
Fabled location tool ? Don't tell me someone is making a tool for something i wanted last year. Let me guess: the tool will allow you to move locations around on any map in any gametype ?
Durandal
05-28-2008, 4:56 PM
Basically, yes.
TheNomad
05-28-2008, 6:14 PM
do you have a link about its dev ?
BlademasterSlsh
05-28-2008, 7:09 PM
I don't have all the answers to how I'm going to attempt things, but in short I'm going to try to take it one step at a time, worrying about graphics last (At this point, the Medic is going to be the Reaper). Here is a list of what I'm thinking. (Sorry for the long read)
Units
Reaper: I'm going to modify the mines so that they attack buildings, and I think leave it at that. If I see an effective way to add a time feature later, I'll do it. As for the jet pack, I've got to work out how to give it some sort of cross between ground and air unit properties. I've managed to do the reverse of what I want, building a ground unit that gets hit by anti-aircraft, but I have to do some more tinkering to reverse the effect.
Ghost: Snipe? Out. Droppods? Out. EMP? In. Until I can think of a way to make either of the new abilities, the Ghost is basically the same.
Jackal: Give the Vulture a nice little gun on top and have it shoot flames.
Viking: I'm thinking about having it use both the Goliath and the Valkyrie, essentially flipping back and forth between the two by having some sort of Evolution type thing (Goliath evolves into Valkyrie, Valkyrie evolves into Goliath)
Thor: Holding out till I get another update. He seems to be bouncing back and forth in what he's doing.
Banshee: With it's area attack removed, this is just a Wraith with no air attack.
Nomad: Repair should be easy enough. Same with mines. Turrets... I'll have to see about.
Medivac Dropship: Add heal to a dropship. Done.
Battlecruiser: Still working on how to add the Plasma torpedoes.
Immortal: Attack limited to ground and some sort of turret top mounted on the Dragoon body. As for shields, my current plan is to find a way of increasing the amount of damage they soak up (anywhere from +20-30, depending on balance), but limiting it to about 15-25 shields hit points. The idea is to basically increase the "Armor" of the shields, and that the fast attacks of smaller units should be able to punch through it quicker than slower attacks.
Stalker: No idea about blink yet.
Colossus: same deal as Reapers, minus the mines.
Twilight Archon: This one I'm going to try soon. I think it will be a simple matter of changing DT-DT merges to make Archons, and adding a button for HT-DT merges, then editing the name to "Twilight Archon".
Phoenix: ... I'll probably be one step closer when I figure out how I'm doing the BC's Torpedos.
Warp Ray: I'm not sure if this is do-able, but I want to have three different weapons. One starts attacking right away, the second waits about 3 seconds before starting, the last waits about 6 seconds before starting... Help needed...
Carrier: Downgrading interceptor capacity to 4 shouldn't be too hard. Having it start with interceptors will be a bit tricky. The little Escort things or whatever they are could prove challenging. The Escorts should have a life dependent on Energy, the same as a Broodling.
Phase Prism: ... Have it evolve into a pylon? I've got to look at how the Pylons emit Psi.
Mothership: ... We'll assume it's a hero... that is currently out of sight and out of mind :D
Baneling: Zergling evolves into Infested Terran.
Roach: I'll need to find some way to supe up the restoration. Other than that, just a melee unit.
Infestor: Dark Swarm, check. Plague (is this even one of it's spells?), check. Infesting every Protoss and Terran building... will need work.
Ultralisk: Add Burrow. Attacking multiple units would be nice, and I can probably do that by tinkering with the weapons editor.
Queen/matriarch/whatever: I can make some melee unit... Ideas needed.
Corrupter: Will have to find a way to immobilize enemy air units and change their side. Short of creating a look-alike model and having the Corrupter switch them out (somehow), I have no idea.
Brood Guardian: No idea as to how to make broodlings spawn every time it attacks.
Nydus Worm: ... give a Nydus Canal move buttons? Burrow and move buttons? No other ideas.
Overlord/Overseer: I think I saw something about "generates creep". Maybe have a way to toggle that?
Buildings
Reactor Core: I have a vague idea, and I'm not sure it is possible. The idea is to have the add on build the unit itself, a mirror image of the unit produced at the main building, assuming the player can pay the price. This is really vague, and I need to do a lot of digging to see if it is possible.
Tech Lab: Just add it as a requirement for certain units and make it so buildings can build/use it.
Sensor/Radar Tower: Make a tower that is a detector. Still working on how to build the fog of war sight. May be impossible.
Command Center: I need to work more on this. Needs to store a 5 units for transport (I have the space set aside, I'm just having trouble with the load/unload buttons. They are currently not showing up)
Planetary Fortress: This button will replace the nuke silo button on the Command Center. This building will not have the ability to lift off, but will have an attack. Need to figure out the upgrade.
Surveillance Station: The Command Center's little talked about second option, it acts like a glorified Com-sat station. Like the Planetary Fortress, lift will be removed.
Warp Gate: I'm trying to think of some way to use recall, but it isn't coming to me.
...As usual, advice and comments about how big of a noob I am are appreciated.
ForTheSwarm
05-28-2008, 8:06 PM
As I said before, Aqotrooper made models of the immortal, thor, viking, banshee, and stalker. Maybe you should ask him if you could borrow them for this?
Durandal
05-28-2008, 10:57 PM
do you have a link about its dev ?
I called it 'Fabled' for a reason. You might have to dig around what's left of maplantis to get any real news about it.
Mjolniir
05-28-2008, 11:10 PM
use the eddy tank for vik, change one to flying(seige or tank)
TheNomad
05-29-2008, 5:42 AM
I don't have all the answers to how I'm going to attempt things, but in short I'm going to try to take it one step at a time, worrying about graphics last (At this point, the Medic is going to be the Reaper). Here is a list of what I'm thinking. (Sorry for the long read)
This is one of your first mistakes. DO NOT use the Infested Terran, Scourge or Medic on anything "generic". This is because their AI is hardcoded for melee attacks. They are also VERY special units inside the engine. I recommend you use generic heroes for new units.
Reaper: I'm going to modify the mines so that they attack buildings, and I think leave it at that. If I see an effective way to add a time feature later, I'll do it. As for the jet pack, I've got to work out how to give it some sort of cross between ground and air unit properties. I've managed to do the reverse of what I want, building a ground unit that gets hit by anti-aircraft, but I have to do some more tinkering to reverse the effect.[quote]
Delays are easy to do. Defusing will be close to impossible. The only way I can think of is a temp hack that would allow more units to transform (siege mode emulation). The complication will follow in the following quote though:
[QUOTE=Mjolniir;607970]use the eddy tank for vik, change one to flying(seige or tank)
Not quite. I believe the subunit is always checked, and you might get in trouble for that. I remember I tried smth like this back in my first modding attempts some years ago, thought it might have been something else. Remember to use sigorders though.
Ghost: Snipe? Out. Droppods? Out. EMP? In. Until I can think of a way to make either of the new abilities, the Ghost is basically the same.
EMP ? You mean Nuke, right ? As for drop pods, it MIGHT be done with static maps and triggering.
Jackal: Give the Vulture a nice little gun on top and have it shoot flames.
As long as you don't use the Vulture unit, it's perfect. Use only its graphics.
Viking: I'm thinking about having it use both the Goliath and the Valkyrie, essentially flipping back and forth between the two by having some sort of Evolution type thing (Goliath evolves into Valkyrie, Valkyrie evolves into Goliath)
... or a siege mode emulation. Morphing is not safe for non-zerg units.
Thor: Holding out till I get another update. He seems to be bouncing back and forth in what he's doing.
Well, it is not a difficult unit to use. Just a heavier siege tank imo.
Banshee: With it's area attack removed, this is just a Wraith with no air attack.
True.
Nomad: Repair should be easy enough. Same with mines. Turrets... I'll have to see about.
Mines ?
Medivac Dropship: Add heal to a dropship. Done.
Not so fast. Healing units from inside the dropship is not possible without EXE editing. The rest should be doable.
Battlecruiser: Still working on how to add the Plasma torpedoes.
Easy, if they aren't an upgrade. If they are, then you have problems.
Immortal: Attack limited to ground and some sort of turret top mounted on the Dragoon body. As for shields, my current plan is to find a way of increasing the amount of damage they soak up (anywhere from +20-30, depending on balance), but limiting it to about 15-25 shields hit points. The idea is to basically increase the "Armor" of the shields, and that the fast attacks of smaller units should be able to punch through it quicker than slower attacks.
As said in a previous post of mine in this thread, not possible in this engine. At most, you can fool around with concussive versus explosive damage.
Stalker: No idea about blink yet.
I managed to add a exe edit after DoA gave me the offsets. The problem is, it is not range restricted yet. Though it's working in 1.15.2 without problems. And yes, Recall still works separately. Both work differently without colliding. As I said, I just need to find a problem with the range restriction.
Colossus: same deal as Reapers, minus the mines.
You can read my comments on other problems you'll face regarding this unit's concept.
Twilight Archon: This one I'm going to try soon. I think it will be a simple matter of changing DT-DT merges to make Archons, and adding a button for HT-DT merges, then editing the name to "Twilight Archon".
What about making HT-DT merges ? This isn't done with a checkbox, you know. It's hardcoded. DoA was attempting I think (dunno if he still is) to try to find a weakness in the hardcode, I for one didn't both with it yet. Too much trouble atm.
Phoenix: ... I'll probably be one step closer when I figure out how I'm doing the BC's Torpedos.
The overload is not smth easy to do, perhaps another Siege Mode emulation, though it might not work in this case.
Warp Ray: I'm not sure if this is do-able, but I want to have three different weapons. One starts attacking right away, the second waits about 3 seconds before starting, the last waits about 6 seconds before starting... Help needed...
Ironically, this is the easiest thing to accomplish out of all of the above (exception being the wraith without an air weapon)
Carrier: Downgrading interceptor capacity to 4 shouldn't be too hard. Having it start with interceptors will be a bit tricky. The little Escort things or whatever they are could prove challenging. The Escorts should have a life dependent on Energy, the same as a Broodling.
Escort ?
Phase Prism: ... Have it evolve into a pylon? I've got to look at how the Pylons emit Psi.
DatEdit->Units->AI->Init PSI Provider
But you won't get the blue aura without exe edits. Siege Mode emulation is needed here though.
Mothership: ... We'll assume it's a hero... that is currently out of sight and out of mind :D
Don't even think about trying to use that unit in SC 1 lol... if someone will succeed, I'll bow down :P And by succeed I mean in reference to Time Bomb and Worm Hole :P
Baneling: Zergling evolves into Infested Terran.
Hmm, are you sure the Infested Terran is not used anymore ?
Roach: I'll need to find some way to supe up the restoration. Other than that, just a melee unit.
Not quite possible. Well it is... but too much heavy editing. Just make a Melee unit.
Infestor: Dark Swarm, check. Plague (is this even one of it's spells?), check. Infesting every Protoss and Terran building... will need work.
More than you know. This is possible though. The problem is, it won't be "possible" since you'll need Infested "placeholders". That means more buildings. If you're lucky, you can use the "hero" special buildings (PSI disrupter, Crashed Norad 2 etc). But don't get your hopes up.
Ultralisk: Add Burrow. Attacking multiple units would be nice, and I can probably do that by tinkering with the weapons editor.
Yup.
Queen/matriarch/whatever: I can make some melee unit... Ideas needed.
Turning any building into a defensive turret (according to SC2 AU) is not quite possible...
Corrupter: Will have to find a way to immobilize enemy air units and change their side. Short of creating a look-alike model and having the Corrupter switch them out (somehow), I have no idea.
Immobilizing is easy, not sure about switching them. BUT MIGHT be doable.
Brood Guardian: No idea as to how to make broodlings spawn every time it attacks.
Easiest part.
Nydus Worm: ... give a Nydus Canal move buttons? Burrow and move buttons? No other ideas.
You can't. Buildings can't move. It's hardcoded. Perhaps using a lift-off feature... hmm but my mind is wondering off, thought I MIGHT have a idea...
Overlord/Overseer: I think I saw something about "generates creep". Maybe have a way to toggle that?
I don't think so.
Reactor Core: I have a vague idea, and I'm not sure it is possible. The idea is to have the add on build the unit itself, a mirror image of the unit produced at the main building, assuming the player can pay the price. This is really vague, and I need to do a lot of digging to see if it is possible.
Not really doable.
Tech Lab: Just add it as a requirement for certain units and make it so buildings can build/use it.
Hmm... if you say so.
Sensor/Radar Tower: Make a tower that is a detector. Still working on how to build the fog of war sight. May be impossible.
"May" ? :P
There are some hackers that attempt to do this via custom-made maphacks. I am not aware of anyone that actually did it... BUT if soemoen does, might be a start.
Command Center: I need to work more on this. Needs to store a 5 units for transport (I have the space set aside, I'm just having trouble with the load/unload buttons. They are currently not showing up)
You did smth wrong if they don't show up. That's easy. The Training console is the problem though.
Planetary Fortress: This button will replace the nuke silo button on the Command Center. This building will not have the ability to lift off, but will have an attack. Need to figure out the upgrade.
Might not be totally possible to upgrade it.
Surveillance Station: The Command Center's little talked about second option, it acts like a glorified Com-sat station. Like the Planetary Fortress, lift will be removed.
Same as above.
Warp Gate: I'm trying to think of some way to use recall, but it isn't coming to me.
Not possible. I mean it is, but only 65%-75%.
You're not a noob, but I don't mean an offense when I say the following. I do not mean to discourage you, only your skills may not be enough to do what you want. You need a very in-depth knowledge of the EXE, not just modding tools. I was very anxious to join a very ambitious SC project some months ago related to SC 1, a lot of promises were made to the public and after getting access to their private forum I found at least 85% of nooby impossible things which had to be discarded by me and another fellow experienced programmer with arguments since they still thought it might be done and kept asking "why not why not". I do not mean offense to them, I just say that they needed to get more in-depth knowledge of the engine first, THEN decide what they want to do.
I am curious how SC 1.99 will turn out. The news presented there is not quite as detailed as I'd like, but bleh.
Gunmonk
05-29-2008, 10:12 AM
The only reason I can think of, as far as not doing it, is an old project of mine called sons of war.... most team based mods dont work so well because no one seems to have the time to pick up the slack. However, it sounds like you are doing this yourself, have you ever made any mods before? I am quite anxious to see your work.
BlademasterSlsh
05-29-2008, 11:01 AM
First, thank you Nomad for your feedback. It is good to know that I'm on the right track with some ideas.
The only reason I can think of, as far as not doing it, is an old project of mine called sons of war....
Ah, so you were the mastermind behind that. Is that going to be finished?
However, it sounds like you are doing this yourself, have you ever made any mods before? I am quite anxious to see your work.
You're not a noob...
... This is my first mod. I have several tutorials in my bookmarks, one of which is quite good at teaching the basic concepts. All of these ideas have been formulated based on those test mods and my UMS experience.
Nomad, I have a few questions and clarification comments.
About the Ghost: Yes, I did mean EMP. The SC2 Ghost has 5 abilities last I checked, Cloak, Nuke, EMP, Snipe, and Droppods.
About the Infested Terran: They exist, but they don't blow up. They are like slower versions of normal Marines instead. Thus, the kamikaze tendency of the SC1 Infested Terran should work nicely for the SC2 Baneling, while another unit will fill the roll of the SC2 Infested Terran.
About the Nomad: See Q&A 37
http://www.sclegacy.com/showthread.php?t=129
About the Carrier Escorts: See Q&A 34
http://www.sclegacy.com/showthread.php?t=119
Medivac
Not so fast. Healing units from inside the dropship is not possible without EXE editing. The rest should be doable.
My impression is that it heals units outside it. The actual SC2 Med-Dropship may heal inside it too, but I'm not going to worry about that.
Ok, now onto questions
Delays are easy to do. Defusing will be close to impossible.
So I can't make it so they can just be destroyed? Could I get some more details on how to make a delay?
Brood Guardian: You say that it is easy to make it so that every hit creates Broodlings, could you elaborate on how to do it?
As long as you don't use the Vulture unit, it's perfect. Use only its graphics.
I was planning on using the Vulture unit, why should I avoid it?
Siege Mode Emulation: I think I get the idea of what it does, how do I make/use one?
Immortal: So there is no way to increase the amount of damage one unit's shields take short of an upgrade for all? I know that in map editors you can change one unit's armor independent of the other units, I take it by your statement there is no way to do that with shields, even in a mod (just making sure I'm understanding you correctly).
BattleCruiser: The torpedoes are intended to work in the same manner as the Yomato Cannon, where it is a special attack/spell type thing.
Stalker: Keep me informed if you mannage to get it limited to a range, because that sounds exactly like what I need.
Colossus/Reaper: Didn't quite understand what you were saying in regards to crossing the terrain, could you rephrase it?
Infestor's Infest ability: Would it be possible graphically to instead have some sprite throw over top of buildings (in a similar way plague works) to show they are infested? The infested buildings crank out units automatically, so there wouldn't be a need for a "Build Infested Terran" button.
Warp Ray: Three weapons are really allowed?!?! Please, teach me!
Sorry about harassing you with all these questions, but I'm eager to learn anything that might help me with this.
Durandal
05-29-2008, 3:43 PM
This is one of your first mistakes. DO NOT use the Infested Terran, Scourge or Medic on anything "generic". This is because their AI is hardcoded for melee attacks. They are also VERY special units inside the engine. I recommend you use generic heroes for new units.
Not completely true, it's just a matter of swapping out their Attack Order ID in Firegraft. The only real setback to it is that the AI still handles all of its units based on their signatures on the .exe, so if I were to make a bunch of rocket troopers out of medics, the game would still consider them medics and not rocket troopers and not do much of anything useful with them.
TheNomad
05-29-2008, 3:51 PM
So I can't make it so they can just be destroyed? Could I get some more details on how to make a delay?
IScript.
Brood Guardian: You say that it is easy to make it so that every hit creates Broodlings, could you elaborate on how to do it?
IScript + dat editing.
I was planning on using the Vulture unit, why should I avoid it?
It is hardcoded to have mines. As SC2 units already has units with mines, I suggest you use the SC 1 vulture to replace the SC 2 mine-deploying units. Copying properties from a unit to another is as easy as 1-2-3. Just 2 clicks in DatEdit.
Siege Mode Emulation: I think I get the idea of what it does, how do I make/use one?
You can't. I can if I edit the EXE. But the work sux... I have been working on a number of "quick" hacks and I showed some to DoA for use in FireGraft. To be precise, the fact that Rally Points are hardcoded to specific buildings is a major downer in the SC modding community. I made up an efficient way to allow any building you want it to (but DoA recommended that not EVERY building has it due to some weird SC memory management) by using a quick hack in between FG and DatEdit. I MIGHT, but no guarantees, be able to make a similar one for Siege Mode emulation and allow other untis to use the feature. I am not sure how well it'll work though.
Immortal: So there is no way to increase the amount of damage one unit's shields take short of an upgrade for all? I know that in map editors you can change one unit's armor independent of the other units, I take it by your statement there is no way to do that with shields, even in a mod (just making sure I'm understanding you correctly).
Depends what you're asking. If you mean to give a unit armor of value 3 and shields of value 10 per bonus, then NO, not possible. You can only give shields values by default, say give a Zealot 100 shields. But you can't say that every shield upgrade will give the Zealot an additional 4, therefore having 100 + 12 bonus on level 3. Nor can you change the amount of damage the unit takes, say, take 10 damage from Marines and 100 damage fromTanks. Only if you manage to tweak the damage types, though it is not the best option but the ONLY option.
BattleCruiser: The torpedoes are intended to work in the same manner as the Yomato Cannon, where it is a special attack/spell type thing.
Easy, IScript.
Colossus/Reaper: Didn't quite understand what you were saying in regards to crossing the terrain, could you rephrase it?
When it changes elevation, it has certain leg animations. Those can't be done (I think) in SC1.
Infestor's Infest ability: Would it be possible graphically to instead have some sprite throw over top of buildings (in a similar way plague works) to show they are infested? The infested buildings crank out units automatically, so there wouldn't be a need for a "Build Infested Terran" button.
No. The building automatically gets replaced. It is just the way the engine works. I might be able to make a hack for i, but chances are smaller than 10%.
Warp Ray: Three weapons are really allowed?!?! Please, teach me!
No, they're not. But you can shoot as many weapons as you want ;)
Again, IScript.
But now... my advice to you. DO NOT attempt to make a sc2 conversion as you first try without prior programming knowledge or modding experience or engine experience. Total conversions are overkill for newbie modders.
Please try a simple mod. Give a weapon to a dropship. Make the dropship attack ONLY with ppl in it. No ppl, no attack. Make the firebat attack air. Make Zealot attacks not work under Dark Swarm.
Don't try things like repairing Protoss buildings, giving cloak to Dropships, giving Siege Mode to units other than the General (Duke) or the Sergeant (normal Tank), want rally points to other buildings or anything involving serious EXE editing OTHER than adding buttons.
Stick to graphics and animation and stats. For your first few mods. Then you can go more advanced.
I managed to hardcode the rally point from WarCraft 3 in SC 1. Yes, the thing that:
1. IS NOT possible in StarCraft
2. Nobody (or not many) can do it
3. Only Blizzard can do it
4. You can do it ONLY if you ahve the source code
... I did it, and it took me 2 days. However, it was HELL to do. Not wanting to brag, but my point is, don't try to make smth like this as a first modding attempt (changing hardocded stuff not even FG lets you change).
not trying to discourage you but first, learn the engine. you might end up biting off more than you can chew otherwise.
TheNomad
05-29-2008, 3:54 PM
Not completely true, it's just a matter of swapping out their Attack Order ID in Firegraft. The only real setback to it is that the AI still handles all of its units based on their signatures on the .exe, so if I were to make a bunch of rocket troopers out of medics, the game would still consider them medics and not rocket troopers and not do much of anything useful with them.
Yes and No. There are some things that are still hardcoded, despite what FG has as options. Small example is the orders without the USED option.
Protogod
05-29-2008, 4:28 PM
For reference in regards to the older debate about legalities; All maps, mods, and files made for sc are property of blizzard. An sc2 mod for sc would just be property of blizzard still. Moreover, blizz is very supportive of the mapping community. I would never expect a cease and decist letter of this kind.
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