View Full Version : Noobs iScript.bin question(s)
BlademasterSlsh
06-14-2008, 9:06 AM
I suspect that more questions will come forward as some are answered.
1) Do you have to edit the iscript.bin in order to give a spell to something that doesn't normally have a spell (such as the dropship using heal)
2) When you are opening WinMPQ and going to add your iscript.bin file, do you add it under script\, scripts\, or something else entirely (yes, this was missed in the tutorial)
TheNomad
06-14-2008, 10:08 AM
1) Do you have to edit the iscript.bin in order to give a spell to something that doesn't normally have a spell (such as the dropship using heal)
No, you use grafters (depending on SC version, StarGraft, MemGraft or FireGraft - FG being the most advanced and updated for 1.14, 1.15.0 and 1.15.1).
iScript has "nothing" (notice the quotes) to do with buttons or abilities. (details after #2)
2) When you are opening WinMPQ and going to add your iscript.bin file, do you add it under script\, scripts\, or something else entirely (yes, this was missed in the tutorial)
It doesn't matter whether or not it was missed in the tutorial. A very SIMPLE research done by you on the StarCraft game's source (I DO NOT MEAN THE SOURCE CODE) would have revealed the folder is called "scripts".
Regarding #1:
iScript handles only 4 things:
- movement - when movement is controlled by iScript
- animation
- sprite & image placement/handling
- a few engine commands
#4 would be the most important here when it comes to technologies and abilities. With enough careful scripting and decent knowledge of both, iScript and the basic game structure, one can "emulate" new abilities. THIS DOES NOT MEAN MAKING NEW ONES. This is not doable without heavy exe reverse engineering or the original source code. What one can do is create a sequence of effects and events to simulate new techs. For example, to avoid grafting (which I DO NOT recommend if you are a beginner), one can give the Psionic Storm ability to a Dark Archon. This can be done by .dat editing, using DatEdit, the simplest way, or with a bit more work to learn a bit about iScript, by using opcode 0x28 (that's in hexadecimal) aka "useweapon". That way you can call the Psionic Storm weapon. And with #3, by applying some new graphics, you can make it look as new abilities were created. But that is just basically effect-wise. Nothing changed on the exe code or anything. You can even make the Medic throw hand grenades instead of Optical Flares etc.
Regarding the second part. I recommend that before you ask self-explanatory questions like #2, you do a bit of research yourself. Not necessarily off goggle. But the game's source has enough "information" to supply you with about ALMOST everything you need to become an average good modder. This is not meant as a slap over the face, don't get me wrong. It's just that asking what folder to put it in, for example, is something that I don't find necessary to ask, but simply, look for yourself, otherwise you'll never learn anything. But take it as an advice :)
BlademasterSlsh
06-14-2008, 10:45 AM
No, you use grafters (depending on SC version, StarGraft, MemGraft or FireGraft - FG being the most advanced and updated for 1.14, 1.15.0 and 1.15.1).
iScript has "nothing" (notice the quotes) to do with buttons or abilities. (details after #2)
Ok, so I'll have to do a bit more digging in that reguard, because right now my dropship is not showing a heal button.
It doesn't matter whether or not it was missed in the tutorial. A very SIMPLE research done by you on the StarCraft game's source (I DO NOT MEAN THE SOURCE CODE) would have revealed the folder is called "scripts".
Regarding the second part. I recommend that before you ask self-explanatory questions like #2, you do a bit of research yourself. Not necessarily off goggle. But the game's source has enough "information" to supply you with about ALMOST everything you need to become an average good modder. This is not meant as a slap over the face, don't get me wrong. It's just that asking what folder to put it in, for example, is something that I don't find necessary to ask, but simply, look for yourself, otherwise you'll never learn anything. But take it as an advice :)
Ok, I was just double checking what I found. It looks like I must have a more serious issue with my iscript changing then, because even using the exact code from the tutorial I have not been able to add an attack to anything.
ForTheSwarm
06-14-2008, 11:32 AM
Same here, Blademaster. It's quite frustrating.
TheNomad
06-14-2008, 12:41 PM
Did you add a weapon in DatEdit ?
Healing can't be added as easily. As I said. Better start small before reaching grafting tools. Memory editing even done with a "click and drag" tool is still a challenge to most that are not average yet. Not trying to scare you. As I said, it all comes down to knowledge about the engine. The main condition for adding an attack button by default is "Unit has a weapon", so from experience I'd say you edited iScript but not the .dat file.
KillerKow
06-14-2008, 3:09 PM
You do need to add an animation for the spell to use in iscript, so yeah, you would need to change the iscript to add a spell to a non-spell unit...
BlademasterSlsh
06-14-2008, 4:47 PM
You do need to add an animation for the spell to use in iscript, so yeah, you would need to change the iscript to add a spell to a non-spell unit...
Thats what I thought, but since nothing else has worked in regards to iscript...
And yes, I edited the units.dat . I tested it with unused weapons (which aren't working the way I want, but when I tested them with the Marine and they are working), but that shouldn't have an effect.
TheNomad
06-14-2008, 5:51 PM
You do need to add an animation for the spell to use in iscript, so yeah, you would need to change the iscript to add a spell to a non-spell unit...
You need a button to activate it so iScript isn't enough.
KillerKow
06-14-2008, 6:29 PM
I never implied otherwise.
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