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Lateralus
05-24-2008, 1:52 PM
What I tried to do is give the SCV a build Vulture button so that he can build a Vulture anywhere. The button works and when I click it the Vulture graphic appears surrounded by the green building box. But when I click on the ground the SCV just sits there.

I gave the Vulture a building animation in IceCC and make it so his initial building animation is a Terran small building. I also tried givign the Vulture a "building" property in DatEdit, but that did nothing.

So, is it possible to make units build other units, and if so, what did I forget?

NoobOfLore
05-25-2008, 2:42 AM
I am sad to say that, while I am CERTAIN this is possible, I have no knowledge of how to do it other than what you've said.
Of course, I'm sure so pro modder will come along in a few moments and blow me away, in all my Noobitude.

You might have to flag it as a building to make it buildable(which might cause you some serious problems having a vulture have building properties, might wanna use Iscript to fix that.) Other than that, I'm not too good a modder, so I have no idea how to change Iscript or really whether what i say will work.

Durandal
05-25-2008, 2:45 AM
Well, he's already mentioned that he's tried that.

Most units do get weird properties when becoming a building, most of them resulting in crashes from construction. If done right it's plausible, though.

As for an answer to your question, I'm honestly not sure. It sounds like you've covered all the bases, but I'm clearly missing something.

Aqo
05-25-2008, 9:41 AM
It's possible with a combination of mapping and modding by using replacement triggers, i.e. make the SCV able to build some generic building like a power plant and then replace it with a vulture with triggers.

Lateralus
05-25-2008, 11:28 AM
Well when I tried flagging it as a building, the SCV still did not build it. However, when I tried building it from a factory a small terrain building foundation appeared ni the middle of the factory and started floating around until it became a Vulture. Then the Vulture didn't do anything, since it was a building.

Anyway, I might just use Aqo's idea unless someone else comes along with a different solution. Thanks.

TheNomad
05-25-2008, 12:24 PM
You mean this ?
http://www.mediafire.com/?zysl0ewmy9t

(it needs the included 1.15.1 SC exe)



P.S. no virus on my PC, but better that you scan it too just in case...

BlademasterSlsh
05-25-2008, 1:38 PM
I attempted to use that mod, but I didn't see a button for building the Vulture in the SCV's command. I'm not sure I'm going about it right, selecting SC 1.15.1 and the patch, right clicking and selecting open. It says it is running SC 1.15.1, but I don't see anything that indicates that I have the patch open as well... Any advice?

Oh, and how much of a difference is there between 1.15.1 and 1.15.2? Is it enough to effect mods?

Durandal
05-25-2008, 2:56 PM
It's possible with a combination of mapping and modding by using replacement triggers, i.e. make the SCV able to build some generic building like a power plant and then replace it with a vulture with triggers.

No. This is more than possible with the mod alone. Just wait for KoW or somebody to get in here.

Lateralus
05-25-2008, 5:13 PM
You mean this ?
http://www.mediafire.com/?zysl0ewmy9t

(it needs the included 1.15.1 SC exe)



P.S. no virus on my PC, but better that you scan it too just in case...

That's exactly what I was going for, except I wanted the Vulture to be able to be built from the Factory as well. Can you not have both, or is it just a simple graft to add the Vulture back?

TheNomad
05-25-2008, 6:23 PM
@BlademasterSlsh:
Check Advanced Buildings. And yes, a difference exists in any version.

@Durandal:
No thanks, I can manage on my own ;)

@Lateralus:
Not that simple. The best thing you can do is create TWO SEPARATE UNITS that both have the same properties. It's, unfortunately, the only way. I believe you already know what I changed, but if you need details, please say so and I'll give you a step-by-step.

Lateralus
05-25-2008, 7:43 PM
Alright thanks Nomad, I'll have a look at the executable to see what you did. I'm going to try to have both the SCV and Factory build it, so wish me luck :)

TheNomad
05-26-2008, 12:52 AM
Good luck, but as I said, best chance is to "fake" a vulture. I recommend you fake the SCV vulture (to not do the same work twice).
Check the executable to see what I did ? Well, nothing complicated. Simply "Create building" instead of "Train Unit", changed the DAT req for the unit: "Current unit is... SCV" and that's it. Also deleted the "Is Not Lifted off, Is Not Constructing". I think you need to tweak "Is Not Constructing" though and keep it. "Is not lifted off" won't work on SCVs and will result in a condition evaluated to true (not sure why the SCV is considered lifted off, but I assume it's because when lifted off, a building becomes a unit (the building flag is unchecked I think). This is why when a lifted barracks being under attacked is evaluated as "unit under attacked" warnings, instead of "base under attacked" and the SCV being a unit ... well you get it.

They changed the construction code after 1.13 to stop the Terran money hack by "training" comsat stations. Back then in 1.13 (think MemGraft) this was NOT possible using "Create Building" but by using "Create Add-On".
I heard some mods attempted to create units from units. I DO NOT know what they did but I am curious if anyone is willing to share.

If there are other questions, feel free. I know about all modding programs, though there may be thinks I don't know, but if I can help, I will.