Hi guys. This is my first post. I'm trying to figure out how to make a new Zerg unit. I created a unit called "worm" based on the Infestor model. I also made a weapon called "wormweapon." However, I can't figure out how to link the weapon because there isn't a weapon tab in the bottom window with "Abilities" "Behaviours" "Actors" etc. Also, I can't figure out how to put it on the command card for the larva. I guess I have to make a "morph to worm" abilitiy somehow. Any help would be awesome. Here is the mod: (it's linked to a testmap in the preferences, you might have to change it)
I'm a new mapmaker, but I think I can help you out with what you are trying to do (Oh me).
If you want to make a weapon (Though from reading your post you seem to already have made one?, but then again you mentioned actor and ability tabs), you want to go to the weapons tab by right clicking on the last tab (with a green plus sign), then selecting "Edit Game Data" in the droplist, then selecting "Weapons".
If you already knew that, great!
In order to link a weapon to a unit, you have to go to the "Unit tab" (The one with the unit's information such as Life Maximum, Movement Speed, stuff).
Type "Weapon" in the field to the right and the only field visible will be "Weapons+" or something, you edit that field and a window will pop up. You have to click on a "green plus sign" to add a weapon, THEN select that weapon in the weapon list and choose your desired weapon. You can add as many weapons as you want in this list.
I hope that was your problem, otherwise I completely misinterpreted what you said.
Regarding your main problem, note that the bottom-left window only provides an overview of linked data objects. It can be used to access these objects, but the actual editing always takes place in right half of the screen (or by double-clicking an object itself, but that only lets you change a few names, not the actual gameplay data).
For the larva morph (and pretty much anything you'll ever try to do in the data editor), first try to find and understand an existing setup made by Blizzard. In this case you already have the stock Larva and morph ability. If you look through the Larva ability selection and command card you'll notice it only has one morph ability, with each unit linked to a unique "command" within said ability.
If you look at the ability (here you can just click it in the bottom-left window with the Larva selected), you'll see nothing of meaning at first. All the actual morph data is stored in the Info+ field, which when clicked expands into a list of 30 "Train" slots. Find an empty slot to add your unit and adjust the various fields to your liking. One thing to note with Morph abilities is that they can automatically adjust their cost to match the difference between initial and final unit. Larvae cost nothing, so you can set a universal production cost on the Unit you're morphing to. In this case, type "Cost" into the top-right search bar on your custom unit and adjust the Cost+ field. The ability has an additional cost field which is added on top of the units' cost difference, or you can disable the units and use only ability costs (Flags+ on the ability>>tick "Ignore Unit Cost", keep in mind this would break all stock larva morphs if used on the existing ability)
One very important thing to note, especially if you're new and working with Zerg, is that the editor almost completely separates gameplay data from visual effects. The latter are mainly controlled by Actors, and you need specific setups when morphing units or the visuals won't match up, the common problem being that the visuals of the original unit remain. If you've followed a "how to create a custom unit" tutorial at least your unit won't appear as a grey sphere if you place it in the map, if it does you'll want to look into basic tutorials on Actors.
Hi guys. This is my first post. I'm trying to figure out how to make a new Zerg unit. I created a unit called "worm" based on the Infestor model. I also made a weapon called "wormweapon." However, I can't figure out how to link the weapon because there isn't a weapon tab in the bottom window with "Abilities" "Behaviours" "Actors" etc. Also, I can't figure out how to put it on the command card for the larva. I guess I have to make a "morph to worm" abilitiy somehow. Any help would be awesome. Here is the mod: (it's linked to a testmap in the preferences, you might have to change it)
Link Removed: http://www.mediafire.com/download/ych4l522mfcdocy/antenna.SC2Mod
I'm a new mapmaker, but I think I can help you out with what you are trying to do (Oh me).
If you want to make a weapon (Though from reading your post you seem to already have made one?, but then again you mentioned actor and ability tabs), you want to go to the weapons tab by right clicking on the last tab (with a green plus sign), then selecting "Edit Game Data" in the droplist, then selecting "Weapons".
If you already knew that, great!
In order to link a weapon to a unit, you have to go to the "Unit tab" (The one with the unit's information such as Life Maximum, Movement Speed, stuff).
Type "Weapon" in the field to the right and the only field visible will be "Weapons+" or something, you edit that field and a window will pop up. You have to click on a "green plus sign" to add a weapon, THEN select that weapon in the weapon list and choose your desired weapon. You can add as many weapons as you want in this list.
I hope that was your problem, otherwise I completely misinterpreted what you said.
Welcome to SC2Mapster!
Regarding your main problem, note that the bottom-left window only provides an overview of linked data objects. It can be used to access these objects, but the actual editing always takes place in right half of the screen (or by double-clicking an object itself, but that only lets you change a few names, not the actual gameplay data).
For the larva morph (and pretty much anything you'll ever try to do in the data editor), first try to find and understand an existing setup made by Blizzard. In this case you already have the stock Larva and morph ability. If you look through the Larva ability selection and command card you'll notice it only has one morph ability, with each unit linked to a unique "command" within said ability.
If you look at the ability (here you can just click it in the bottom-left window with the Larva selected), you'll see nothing of meaning at first. All the actual morph data is stored in the Info+ field, which when clicked expands into a list of 30 "Train" slots. Find an empty slot to add your unit and adjust the various fields to your liking. One thing to note with Morph abilities is that they can automatically adjust their cost to match the difference between initial and final unit. Larvae cost nothing, so you can set a universal production cost on the Unit you're morphing to. In this case, type "Cost" into the top-right search bar on your custom unit and adjust the Cost+ field. The ability has an additional cost field which is added on top of the units' cost difference, or you can disable the units and use only ability costs (Flags+ on the ability>>tick "Ignore Unit Cost", keep in mind this would break all stock larva morphs if used on the existing ability)
One very important thing to note, especially if you're new and working with Zerg, is that the editor almost completely separates gameplay data from visual effects. The latter are mainly controlled by Actors, and you need specific setups when morphing units or the visuals won't match up, the common problem being that the visuals of the original unit remain. If you've followed a "how to create a custom unit" tutorial at least your unit won't appear as a grey sphere if you place it in the map, if it does you'll want to look into basic tutorials on Actors.
I advise reading the wiki on the Units data type and the Unit type actor.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg