Search found 45 matches

by RavenWolf
Wed Feb 06, 2013 12:10 am
Forum: StarCraft Modding
Topic: SC Revolution mod on 1.16.1
Replies: 37
Views: 5774

Re: SC Revolution mod on 1.16.1

Nice! Your mod have a lot of cool stuff. Dragoon fix seems nice, but it generate some delay when start to moving. Although its an interesting feature. Spider mines provides new strategies, but also requires more micro. The new lurker attack looks good. I wasn’t aware that the shield graphic turn fla...
by RavenWolf
Mon Feb 04, 2013 7:12 pm
Forum: StarCraft Modding
Topic: SC Revolution mod on 1.16.1
Replies: 37
Views: 5774

Re: SC Revolution mod on 1.16.1

Thanks to update this topic Taranok. Drbrainheart, thanks for the bugs reported and suggestions. Also where I can get your mod? I would like to try it. About some of your points: -Im considering to make a massive type for some units (like carrier and battle cruiser) so they can have special effects ...
by RavenWolf
Fri Nov 23, 2012 10:41 am
Forum: StarCraft Modding
Topic: SC Revolution mod on 1.16.1
Replies: 37
Views: 5774

Hi Arcanes_Lutarez, The sightValues array should be declared before the gameOn() function, and also outside any other function. The game.h should looks like this: #include "asm.cpp" //global declarations SightStruct sightValues[] ={ ? }; bool nextFrame(){ /*...*/ return true; } bool gameOn...
by RavenWolf
Sat Nov 03, 2012 6:08 pm
Forum: StarCraft Modding
Topic: SC Revolution mod on 1.16.1
Replies: 37
Views: 5774

I just used the hold on command because the button stay white when its active, so you have some way to identify when the SCV is in auto repair mode without using other button set. Now that I can add/remove overlays with the functions that you have posted I can replace it with some wrench image hover...
by RavenWolf
Mon Sep 17, 2012 12:34 am
Forum: StarCraft Modding
Topic: GPTP Update to work with 1.16.1
Replies: 8
Views: 1977

I just see your plugin examples, they seem very useful, I will have to try the scourges one on my mod. You are making a great improvement on the starcrafts modding tools. Also, if you have (or when you have) more offsets/codes for functions like doWeaponDamage it would be nice to upload the asm.cpp ...
by RavenWolf
Fri Aug 24, 2012 1:14 pm
Forum: StarCraft Modding
Topic: Unit Image Changing
Replies: 3
Views: 960

Does your zealot with wings image have the same ammount of frames as the zealot? followmaingraphic works well for shadows, may be its because its created in the cast spell animation instead in the init animation. Another solution can be create a new iscrip for the zealot with wings. This will be an ...
by RavenWolf
Fri Jul 27, 2012 1:47 am
Forum: StarCraft Modding
Topic: Ultimate Starcraft Broodwar
Replies: 18
Views: 2206

Para agregar sonido se complica, hay una funcion que te ejecuta un sonido pero creo que no esta actualizada para la version 1.16.1. ademas si usas esa funcion ese sonido lo escucharian todos los jugadores, aunque no tengan vista ni esten cerca de la unidad. Aca te dejo el plugin con los 2 codigos. B...
by RavenWolf
Fri Jul 27, 2012 1:31 am
Forum: StarCraft Modding
Topic: Various UMS+Modding Questions
Replies: 4
Views: 1760

[quote name='New-/Hydrolisk' date='25 July 2012 - 06:32 AM' timestamp='1343226731' post='11007'] 5) Can the successful activation of a normal spell be detected? (E.g. Psi Storm, Parasite, Ensnare, Stim Pack, etc.) (Such that this might trigger a cooldown.) [/quote]It can be done with a plugin. I don...
by RavenWolf
Fri Jul 20, 2012 1:29 pm
Forum: StarCraft Modding
Topic: Ultimate Starcraft Broodwar
Replies: 18
Views: 2206

La duracion y el escudo los podes cambiar unit->defenceMatrixTimer=30; //el tiempo lo cambias aca unit->defenceMatrixDamage=5120;//5120 es igual a 20hp, aca pones cuantos hp queres que tenga el escudo por 256. Para tener los 2 plugins en uno hace como te habia puesto arriba . Adentro del loop de uni...
by RavenWolf
Fri Jul 20, 2012 1:18 pm
Forum: StarCraft Modding
Topic: FireGraft 1.16.1 (primarily exe edit discussion)
Replies: 128
Views: 32924

Great! and thanks for that fix.

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