Hi, I was hoping to make a mod that changes a few AI elements, control elements, and UI elements, but still plays exactly like Starcraft 2 and plays all the standard Starcraft 2 multiplayer maps. Just getting into this but from my research it looks like the mods out there are actually map files themselves.
Is there any way to create a mod that can actually run the standard Starcraft 2 maps? If not, would it be difficult or easy to take my changes and apply them to each of the standard maps?
I've experimented a little with making an sc2mod, and for as far as I could figure out an sc2mod is something that will be loaded as a dependancy. So, you should be able to make a mod and add it to any of the campaign maps.
From my understanding of your question. In relation to changes in AI, GUI and control elements, Triggers will need to be called(Or scripting). In those cases, a library is something better suited I would think. A mod usually contains custom Unit/Actor/Effects/Etc data, and thus probably not what you are looking for. I could be wrong though.
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Hi, I was hoping to make a mod that changes a few AI elements, control elements, and UI elements, but still plays exactly like Starcraft 2 and plays all the standard Starcraft 2 multiplayer maps. Just getting into this but from my research it looks like the mods out there are actually map files themselves.
Is there any way to create a mod that can actually run the standard Starcraft 2 maps? If not, would it be difficult or easy to take my changes and apply them to each of the standard maps?
Thanks!
I've had experience with Starcraft 1 editor, but not with the SC2 editor. A quick simple reply will do. Is this an easy question to answer?
I've experimented a little with making an sc2mod, and for as far as I could figure out an sc2mod is something that will be loaded as a dependancy. So, you should be able to make a mod and add it to any of the campaign maps.
@dillydadally:
From my understanding of your question. In relation to changes in AI, GUI and control elements, Triggers will need to be called(Or scripting). In those cases, a library is something better suited I would think. A mod usually contains custom Unit/Actor/Effects/Etc data, and thus probably not what you are looking for. I could be wrong though.