I'm creating a TD.
Everything is simple but when i open the data editor i want to track down the creators of the galaxy editor and slaughter them.
Let me give you an example of what i'm trying to do... make a tower, customize that tower, reproduce that tower for different levels and only make minor changes like damage and aoe to the copies of the starting tower.
I start with something already in the game because i have no clue how to make a unit from scratch.
-right click on photon cannon and duplicate. (in the wc3 editor this would already 80% done however, the sc2 editor makes it 0.01% completed).
-the tower doesnt work unless I edit everything that has (copy), like actors/weapons/effects/sounds. to put this into perspective for wc3 map editors it feels like in order to make a single tower i have to edit about 5-10 things in 5 different "unit editor" tabs.
all the work to make a single tower is completely unnecessary and in the wc3 editor its a mere 1-2 minute job, in the sc2 editor it appears to be a 10-30 minute job. (If i'm wrong please please please help because i want to make a map that people can enjoy, including myself and my friends)
I have all the triggers set up for the map, all that's left is creating towers, units, and maybe a hero for each of my different builder types. can somebody help me if they think they have an easier way around using the data editor. I've noticed that the maps that are out are very limited... like 2 decent TDs and some hero/tug of war games.
Is the reason for the lack of maps due to the popularity system or is it the galaxy editor being too much work to use? I'm starting to think that it's actually impossible to make a map without a team.
When I was new to the edior, the duplicate tool confused the hell out of me. Some things just don't need to be copied.
Every box that you check will be copied. If you don't check a certain box, that field will link to the same data as the original unit.
For example, lets say you want to duplicate a sentry. Because of the sentry's hallucination ability, there will be massive amounts of data that you can choose to copy or link. Basically, you will see links to every protoss unit and every protoss actor, and because those are linked, you may also see checkboxes for things that are not at all directly related to the sentry. Unless you were planning on completely customizing the protoss race, having a new custom version of every unit that a sentry could hallucinate, you would generally uncheck all these messy unit and actor boxes.
So lets say you just want a sentry copy that uses the orignal sentry's disruption beam weapon. You would un-check the box for that weapon, so that it just links to the original. You would also un-check any effect or actor boxes related to that weapon. Basically, the only boxes you checked would be for the original unit and the actor that corresponds to the original unit. You would definitely un-check all of the ability boxes - as far as I know you should never need a custom move or custom attack ability, and unless you're making a missile, you would not need a custom mover either.
I hope this clears things up for you. Let me know if you're still confused about anything.
Well if you just want to create multiple levels for a tower with minor differences, you really don't even need to create entirely new units. Depending on what you want to do, I think you could easily accomplish the same just applying behaviors and such.
Trust me, you get used to the sc2 editor and what used to be impossible when you started becomes a 4 second job. ONLY duplicated the 1 actor for the unit normally. Then if you want to change anything like weapon damage, also check that. If you do that everything should work fine without any further editing. I used wc3 editor a ton and I can tell you that the sc2 editor is a gift from heaven compared to the wc3 editor.
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when duplicating, only duplicate actors, effects and weapons. Nothing else. Should work fine then.
I agree with Zeldarules. With time you will grow to love the data editor. Starting out, the simplest things takes forever... But once you learn, you'll see how easy it is to make complex things.
Agreed. I've been at this for about a month now, and finally feel like I'm getting the hang of it. It is a complex system, but nowhere near as complex as, say, 3ds Max or Maya. Just takes time to acclimate to the interface.
I'm creating a TD. Everything is simple but when i open the data editor i want to track down the creators of the galaxy editor and slaughter them.
Let me give you an example of what i'm trying to do... make a tower, customize that tower, reproduce that tower for different levels and only make minor changes like damage and aoe to the copies of the starting tower.
I start with something already in the game because i have no clue how to make a unit from scratch. -right click on photon cannon and duplicate. (in the wc3 editor this would already 80% done however, the sc2 editor makes it 0.01% completed). -the tower doesnt work unless I edit everything that has (copy), like actors/weapons/effects/sounds. to put this into perspective for wc3 map editors it feels like in order to make a single tower i have to edit about 5-10 things in 5 different "unit editor" tabs.
all the work to make a single tower is completely unnecessary and in the wc3 editor its a mere 1-2 minute job, in the sc2 editor it appears to be a 10-30 minute job. (If i'm wrong please please please help because i want to make a map that people can enjoy, including myself and my friends)
I have all the triggers set up for the map, all that's left is creating towers, units, and maybe a hero for each of my different builder types. can somebody help me if they think they have an easier way around using the data editor. I've noticed that the maps that are out are very limited... like 2 decent TDs and some hero/tug of war games.
Is the reason for the lack of maps due to the popularity system or is it the galaxy editor being too much work to use? I'm starting to think that it's actually impossible to make a map without a team.
when duplicating, only duplicate actors, effects and weapons. Nothing else. Should work fine then.
^ this.
When I was new to the edior, the duplicate tool confused the hell out of me. Some things just don't need to be copied.
Every box that you check will be copied. If you don't check a certain box, that field will link to the same data as the original unit.
For example, lets say you want to duplicate a sentry. Because of the sentry's hallucination ability, there will be massive amounts of data that you can choose to copy or link. Basically, you will see links to every protoss unit and every protoss actor, and because those are linked, you may also see checkboxes for things that are not at all directly related to the sentry. Unless you were planning on completely customizing the protoss race, having a new custom version of every unit that a sentry could hallucinate, you would generally uncheck all these messy unit and actor boxes.
So lets say you just want a sentry copy that uses the orignal sentry's disruption beam weapon. You would un-check the box for that weapon, so that it just links to the original. You would also un-check any effect or actor boxes related to that weapon. Basically, the only boxes you checked would be for the original unit and the actor that corresponds to the original unit. You would definitely un-check all of the ability boxes - as far as I know you should never need a custom move or custom attack ability, and unless you're making a missile, you would not need a custom mover either.
I hope this clears things up for you. Let me know if you're still confused about anything.
Well if you just want to create multiple levels for a tower with minor differences, you really don't even need to create entirely new units. Depending on what you want to do, I think you could easily accomplish the same just applying behaviors and such.
Trust me, you get used to the sc2 editor and what used to be impossible when you started becomes a 4 second job. ONLY duplicated the 1 actor for the unit normally. Then if you want to change anything like weapon damage, also check that. If you do that everything should work fine without any further editing. I used wc3 editor a ton and I can tell you that the sc2 editor is a gift from heaven compared to the wc3 editor.
This
I agree with Zeldarules. With time you will grow to love the data editor. Starting out, the simplest things takes forever... But once you learn, you'll see how easy it is to make complex things.
@DeepStrike716: Go
Agreed. I've been at this for about a month now, and finally feel like I'm getting the hang of it. It is a complex system, but nowhere near as complex as, say, 3ds Max or Maya. Just takes time to acclimate to the interface.