I'd like to change a few units in normal play. I'm able to modify their stats, but when testing the map the changes are not reflected. Simple example: Marine deal 20 damage instead of 6.
Let me get this right, when you make a new map, place a few marines, change their damage on their rifles to 20, etc. and you test your map nothing happens?
Make sure to change the damage effect. That is where the damage is applied. Select the weapon then click on the blue effects at the bottom left in the linked/parented field it should have one with a (damage) suffix so you know it does damage.
Yeah, that's done. Like I said, I'm changing the variables just fine, but the changes are not reflected when I test the map. Perhaps it's making a duplicate of the unit upon changing the stats and the normal building of units is using the primary unit instead of my modded one?
OK thanks for the help so far. It seems like very little or none of the art assets are showing up in game. I have a little dome in place of my units, but it is firing with the modified variables. Things like the in game model and portrait are missing though.
Edit: Actually, I modified the Hydralisk how I thought was the same way and all the art is showing. What did I do differently? :/
OK, so in short, if I duplicate and check all the boxes (so every part is duplicated), then modify the unit, then apply it to the production structure, it should, in theory, work?
I didn't have to do anything to the command card. It still seemed to work. That's just a visual for the unit button, right? I can keep the normal buttons there tbh. Will that be an issue? Still doesn't make sense how the other's worked (Roach & Hydra). I guess it's just buggy. :S
Well that sucks. What is the long approach? Creating everything from scratch and attaching everything together? That sounds like an awful lot of work just to tweak a few values on a unit.
Edit: So here's a fun fact. I duplicate roach (it makes two for some reason) and it doesn't work. I simply modify the normal Hydralisk stats and it works. Then I try that to corrupter and it doesn't work and the hydralisk reverts back without me doing anything. Furthermore, I am in player properties and specifying that I start with Zerg, but the editor insists I get random when testing the map.
This is silly.
Edit 2: So here's another fun fact. Everything is working now. The editor must have been glitching out. All I did was modify the base unit and everything is in place. Anyone else experience this? Advice?
I have a new question. Can someone point me in a direction of a tutorial of swapping requirements/tiers of something? For example, lets say I wanted to swap the Roach and Hydralisk Den.
Edit 3: I figured out how to swap the tiers. How do you change a requirement for an upgrade. For example, making Hydralisk Range require Hive?
Also, is there some kind of modifier for Roach Warren price? Default is 200, but it actually costs 150 in game. When I changed it, it was 50 minerals lower in game, so I have to set it 50 minerals higher than I want it.
I haven't read through the whole wall of text, but it seems you're going a long way trying to fix something simple. If you open a new map and then change something like the Marine's damage, it should work. Recall your steps and you may discover what you're doing wrong.
Yeah.....You guys are over complicating it. I can open the editor, search for "marine", and give it 200,000 max health, test the map, and it will reflect the change. Either the editor is buggy or it's you.
I'd use my general fix-it. Delete the "problem" unit, restart the editor, and do it over again. The data editor does a TON of behind the scenes work (linking everything together), but sometimes it gets lazy and screws up. In these cases, it could potentially take a very long time to locate the problems.
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@SoulFilcher: GoYeah, and in a previous post I did this and it worked. :) Thanks. (except for the occasional random thing. For example, I modified the Colossus' damage and it shows the value in game, but for some reason it still deals the normal amount. :/
Some data relations are more complicated. You may have changed the damaged displayed by the weapon which isn't always the damage dealt by that weapon. Also if you change your map's dependencies be sure they are in the correct order. I hit my head against a wall countless times until someone told me it could be a problem with the dependencies I was using.
I'm looking at the Carrier (and the Battle Cruiser). I'm having trouble making the Interceptors launch (and attack) while the Carrier is moving. Basically them auto-launching and engaging threats around the Carrier. Do I have to add a turret to the Carrier for this?
Also, I'd like to have a similar thing with the Battle Cruiser but add additional guns. Any suggestions?
Edit: OK, Battle Cruiser wasn't too bad to get firing + moving at the same time. Currently looking at multiple guns. I've added a number of weapons to the Battle Cruiser, but in the bottom of the Battle Cruiser Asset is only shows the ATA and ATS weapons. How do you increase this?
I'd like to change a few units in normal play. I'm able to modify their stats, but when testing the map the changes are not reflected. Simple example: Marine deal 20 damage instead of 6.
What am I missing?
Let me get this right, when you make a new map, place a few marines, change their damage on their rifles to 20, etc. and you test your map nothing happens?
Yeah, more or less. More specifically, when I train Marines they don't have the changes.
Make sure to change the damage effect. That is where the damage is applied. Select the weapon then click on the blue effects at the bottom left in the linked/parented field it should have one with a (damage) suffix so you know it does damage.
Yeah, that's done. Like I said, I'm changing the variables just fine, but the changes are not reflected when I test the map. Perhaps it's making a duplicate of the unit upon changing the stats and the normal building of units is using the primary unit instead of my modded one?
no no no
OK thanks for the help so far. It seems like very little or none of the art assets are showing up in game. I have a little dome in place of my units, but it is firing with the modified variables. Things like the in game model and portrait are missing though.
Edit: Actually, I modified the Hydralisk how I thought was the same way and all the art is showing. What did I do differently? :/
no no no
OK, so in short, if I duplicate and check all the boxes (so every part is duplicated), then modify the unit, then apply it to the production structure, it should, in theory, work?
I didn't have to do anything to the command card. It still seemed to work. That's just a visual for the unit button, right? I can keep the normal buttons there tbh. Will that be an issue? Still doesn't make sense how the other's worked (Roach & Hydra). I guess it's just buggy. :S
no no no
Well that sucks. What is the long approach? Creating everything from scratch and attaching everything together? That sounds like an awful lot of work just to tweak a few values on a unit.
Edit: So here's a fun fact. I duplicate roach (it makes two for some reason) and it doesn't work. I simply modify the normal Hydralisk stats and it works. Then I try that to corrupter and it doesn't work and the hydralisk reverts back without me doing anything. Furthermore, I am in player properties and specifying that I start with Zerg, but the editor insists I get random when testing the map.
This is silly.
Edit 2: So here's another fun fact. Everything is working now. The editor must have been glitching out. All I did was modify the base unit and everything is in place. Anyone else experience this? Advice?
I have a new question. Can someone point me in a direction of a tutorial of swapping requirements/tiers of something? For example, lets say I wanted to swap the Roach and Hydralisk Den.
Edit 3: I figured out how to swap the tiers. How do you change a requirement for an upgrade. For example, making Hydralisk Range require Hive?
Also, is there some kind of modifier for Roach Warren price? Default is 200, but it actually costs 150 in game. When I changed it, it was 50 minerals lower in game, so I have to set it 50 minerals higher than I want it.
no no no
I haven't read through the whole wall of text, but it seems you're going a long way trying to fix something simple. If you open a new map and then change something like the Marine's damage, it should work. Recall your steps and you may discover what you're doing wrong.
@SoulFilcher: Go
Yeah.....You guys are over complicating it. I can open the editor, search for "marine", and give it 200,000 max health, test the map, and it will reflect the change. Either the editor is buggy or it's you.
I'd use my general fix-it. Delete the "problem" unit, restart the editor, and do it over again. The data editor does a TON of behind the scenes work (linking everything together), but sometimes it gets lazy and screws up. In these cases, it could potentially take a very long time to locate the problems.
no no no
@SoulFilcher: GoYeah, and in a previous post I did this and it worked. :) Thanks. (except for the occasional random thing. For example, I modified the Colossus' damage and it shows the value in game, but for some reason it still deals the normal amount. :/
Some data relations are more complicated. You may have changed the damaged displayed by the weapon which isn't always the damage dealt by that weapon. Also if you change your map's dependencies be sure they are in the correct order. I hit my head against a wall countless times until someone told me it could be a problem with the dependencies I was using.
Where is the element that gives Zerg the initial Overlord at the start of a match? I'd like to modify that a little bit and add another Overlord.
Edit: Is there a way to load up another melee map with your changes and save out another version of your map?
Edit 2: What is the component of Zerg buildings spawning Broodlings upon death. I'd like to add that to the Ultralisk. Any ideas?
no no no
Thanks for help so far everyone.
I'm looking at the Carrier (and the Battle Cruiser). I'm having trouble making the Interceptors launch (and attack) while the Carrier is moving. Basically them auto-launching and engaging threats around the Carrier. Do I have to add a turret to the Carrier for this?
Also, I'd like to have a similar thing with the Battle Cruiser but add additional guns. Any suggestions?
Edit: OK, Battle Cruiser wasn't too bad to get firing + moving at the same time. Currently looking at multiple guns. I've added a number of weapons to the Battle Cruiser, but in the bottom of the Battle Cruiser Asset is only shows the ATA and ATS weapons. How do you increase this?