Search found 39 matches

by Hydrolisk
Fri Feb 08, 2013 8:19 pm
Forum: StarCraft Modding
Topic: Many questions about modding
Replies: 9
Views: 1011

Re: Many questions about modding

For question 6: try going in DAT editor, units tab, then Graphics sub-tab. Try setting its animation level to Below Ground or Air.

You could also try making it a Flyer.
by Hydrolisk
Wed Aug 29, 2012 1:30 am
Forum: StarCraft Modding
Topic: FireGraft 1.16.1 (primarily exe edit discussion)
Replies: 128
Views: 32397

Is anyone getting Windows error messages along the lines of this http://img1.uploadscreenshot.com/images/orig/8/24011385044-orig.jpg ? I don't know if it has something to do with FireGraft or the plugins I am using (ThunderGraft, ShadowFlare's Playlist Plugin, and GPTP), but I get this error wheneve...
by Hydrolisk
Fri Aug 24, 2012 1:29 pm
Forum: StarCraft Modding
Topic: Unit Image Changing
Replies: 3
Views: 950

I examined the iscript of the shadows just now and found that followmaingraphic needs to be called every frame in order to update.

I have implemented the fix and it is working fine now.
by Hydrolisk
Fri Aug 24, 2012 12:39 pm
Forum: StarCraft Modding
Topic: Unit Image Changing
Replies: 3
Views: 950

I have solved the previous issue, but I am now confronted with a new (but minor) one. Apparently, iscript's "followmaingraphic" doesn't allow an image that uses it to follow the parent's frames besides the first frameset. Anyone know a way around this or solution? (What I have is a Zealot ...
by Hydrolisk
Sat Aug 18, 2012 12:07 pm
Forum: StarCraft Modding
Topic: Unit Image Changing
Replies: 3
Views: 950

Unit Image Changing

Hello. I am looking for a reliable way to change a unit's graphic during a match, hopefully through plugins. As of this moment, the only method I can think of is giving the unit an order that causes it to run a specific iscript animation, and during that animation, hide the current overlay and repla...
by Hydrolisk
Fri Aug 03, 2012 2:58 am
Forum: StarCraft Modding
Topic: Various UMS+Modding Questions
Replies: 4
Views: 1747

I am using GPTP at the moment and I am trying to use FMOD ( http://www.fmod.org ) in tandem with the GPTP. My problem is that I simply cannot use an #include "fmod.hpp" to import FMOD and get it working. When I try test it, although the FMOD test code component works properly (the music I ...
by Hydrolisk
Sat Jul 28, 2012 4:16 pm
Forum: StarCraft Modding
Topic: Various UMS+Modding Questions
Replies: 4
Views: 1747

Thanks for the responses. Yes. Starcraft uses DirectDraw and DirectSound, which are components of DirectX. Would I have to import DirectX or something? 1) How many sound channels does StarCraft have? I'm going to test if playing a series of 0.1 s duration WAVs will clear the channels of StarCraft la...
by Hydrolisk
Wed Jul 25, 2012 2:32 pm
Forum: StarCraft Modding
Topic: Various UMS+Modding Questions
Replies: 4
Views: 1747

Various UMS+Modding Questions

Hello. I am primarily a modder with novice-tier programming skills who is currently working on a mapmod RPG project. As such, I have a lot of interdisciplinary questions. (Being the lazy ass I am, I have not yet opened up the General Plugin Template Project in a while, and I have not looked extensiv...
by Hydrolisk
Mon Jul 23, 2012 10:51 am
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyGrp
Replies: 25
Views: 5438

It works now! Thank you very much.
by Hydrolisk
Sun Jul 22, 2012 3:52 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyGrp
Replies: 25
Views: 5438

[attachment=3072:zealot.zip] PyGRP breaks on trying to open "legacy" GRP files. Such files work fine in SC and can be opened by RetroGRP (have not tested with SF's program). I was wondering if you could have a look at the issue and see what's up. I have attached an example GRP in case you ...

Go to advanced search