Changing Unit Speeds In ICE by Stwong

Ice XP

Changing Unit Speeds In ICE written by Stwong from Staredit Network

What this example/tutorial intends to do is make the Protoss Dragoon move four times as fast, teaching the subject how frames work, what is possible speed-wise in ICE, and how to do most of the animation editing with a little bit of experimentation.

1. Open your favorite MPQ viewer, and extract ISCRIPT.BIN from a copy of >patch_rt.mpq (can be found in your Starcraft directory). Do not load the default one from ICE, since it is outdated and does not contain all of the updates Blizzard has made over the years.

Notes:
* Never use originals when modding. Originals are bad. Make copies, then mod them.


2. Pop open the extracted ISCRIPT.BIN in ICE.
3. Since we are using the Protoss Dragoon as our example, click on the Main Headers tab on the top tablist, and find Protoss Dragoon in the combo box labeled Header.
4. The Protoss Dragoon is now open for editing... we will want to edit his animation script to change either the delay between taking steps or the scale of the steps he takes. On the bottom tablist, hit Animation Scripts to open the script editor.
5. Since speed is located in the walking animation, click Walking Animation under the combo box labeled Animation.
6. In the black box below the combo box, you should see something to the effect of: <insert picture of default dragoon walking animation> If this is not seen, turn back now and recheck your steps.
7. Since the dragoon moves every time his frame changes, it will be useless to remove the delays, except to remove the animation and make him appear to hover. (This will NOT, however, render the speed uneditable.) We instead will change the scale of the steps he takes, by changing the "Move graphic x units forward" instruction to an increased or decreased speed. To make the changes VERY obvious, we will make the dragoon move four times as fast. With that speed, he will clear the map in a few bounds.
* By frames, we mean graphic changes. Units whose graphics do not change, yet still move, use Animation ID 31162 for movement, with an introduction of listing a bit off of the floor. A frame change instruction is symbolized by a "Play frame x" instruction, and this instruction is directly linked to the frames in the GRP. You can use the GRP viewer to see what a frame is ahead of time. Aside from death frames, all frames have a full hemisphere of movement, and rotate all the way around on the right side, meaning that you only have to select the beginning of the set of frames, instead of writing instructions for each direction that the unit is facing.
8. To change the value of x in the instruction, simply click the text, delete the current value, enter your new value, and hit enter. If you wish to cancel, click somewhere else, deselecting it. Note that pressing enter is the only way to save changes to instruction values. Multiply each "Move graphic x units forward" instruction by 4.
9. Save your changes, by hitting File>Save File.
10. Create a a new MPQ called MOD.MPQ or a similar name and save the modified ISCRIPT.BIN into it, under the SCRIPTS\ path. Use MPQDraft to use this modified PATCH_RT.MPQ, build a dragoon in a lang map, and watch it run like... well... a really fast dragoon.