Added: 3 years ago
From: cosmosdosmos173
Views: 5,690
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  • Orgasm....

    

  • thumbs up if you turned off ur sound.

  • im not gonna lie, that was pretty bitchin

  • 2:24 used Blink

  • 1 zergling to rule them ALL!

  • lolololololol zergling nuke ftw

  • lolololololol zergling nuke ftw

  • dont usterendamate da zergz they eat youz brain.

  • Wow that was awesome O_O!

  • Lol , similar to Diablo 2 Hacks ;p

  • that was awsome

  • can tell me how to make this? 5/5 man fuckin sweet

  • its...somewhat complicated.

  • im willing.  or just give me an overview. thanks.

  • You need an iScript editor like icecc and a dat editor like datedit

    In dat edit, you can change various things like default hit points, armor ,shields, build time, ect.

    In this mod i made the ling a detector, so u need to check the detector flag in datedit in units>advanced.

    I changed the zergling's attacks to neutron flare. Then i also changed it's air attack to neutron flare.

    In dat edit weapons section, I made venom, yamato cannon, and guardian attack to "splash(enemy)" and set splash.

  • In the behavior, i set venom,yamato gun, and the guardian attack to "go to max range" and follow:"until range" This means it will keep going ignoring everything till it hits It's max range.

    Now for zergling iscript editing...

    First and foremost, in the header section, there are entries for zerglinggndattkinit

    and zerglinggndattktoidle.

    But there's no air attack animations, they're labeled "none"

    This will cause the game to crash as it cant find the code to tell it what to do during an air atk

  • So to solve this problem, copy and paste the respective entries for the gndattkinit and gndattktoidle into the air attack entries like so:

    GndAttkInit: ZerglingGndAttkInit

    AirAttkInit: ZerglingGndAttkInit

    GndAttkRpt: None (if there is one, then do the same as u did for init and to idle)

    AirAttkRpt: none

    GndAttkToIdle: ZerglingGndAttkToIdle

    AirAttkToIdle: ZerglingGndAttkToIdle

    this enables it to attack air without crashing.

    Also, when using special weapons that you're going to overpower, it's

  • Best not to modify existing weapons, as this creates a horrible unbalance, but to use unused weapons. I just got lazy.

    All the zergling's special attacks are set to random chance, right before the "attackwith 1"(in the original script it's attackmele, change this to attackwith 1 otherwise weapon sprites wont show up.)

    Random chance is this

    Randcondjmp 40 RandomSpells(the first operand is the random chance out of 128... i think. I never go over 100 just to be safe.

  • RandomSpells: RandCondJmp 20 SpecialAttack1 RandCondJmp 40 SpecialAttack2 Goto ZerglingGndAttkToIdle And then use the spells like so: SpecialAttack1: turncwise 1(rotates unit clockwise for one unit of direction, there are 32 in total) useweapon 47(guardian weapon id, this makes the zergling use the Guardian's attack.) ... Make sure to end with goto ZerglingGndAttkToIdle But the weapons will just fly thru their targets and not do dmg. I'll tell u how to fix that
  • In the weapon SPRITE iscript, u need to chance GndAttkInit section of the code.

    Add a:

    Wait 1

    domissiledmg

    (this makes it wait for one tick, then does damage without exploding)

    In that segment u can also put a trail using sprol *sprite iscript id*

    B careful how many sprites u use, theres a max of 255 on screen at all times.

    Note u cant make weapons use weapons.

    Thats the end i guess

  • alrighty, i have heard of these editors before, being that the college i want to go to has modded games etc and ive heard that brought up.

  • how do you do this

  • Wow. That was pretty cool

  • Woah thats pretty cool... you could probably make a starcraft movie xD.

  • Movie? I hope you like silent subtitles :P

    But yeah I probably could.

  • That was awesmoe, good video.

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