you can now show the command card (dialog item of command card, 0001-0004) of any unit additionally to your currently selected one which basically enables endless abilities with a little bit trigger help.
lots of new UI frames, not sure which ones are useable yet.
texture sets
data wizards
preview with terrain
merge tools
just the ones i stumpled across the past few days.
They fixed a severe bug that would cause the slight displacement of actor and unit when you control a unit through TPS controls, which was a bug basically all TPS maps were affected by (and that was, ironically, introduced by another patch during HOTS). This is a huge improvement for me as walking is much smoother now.
It basically was the number 1 bug I wanted to have fixed, and they did it, so, bravo. Even through they broke it in the first place.
A lot of the data has been given additional fields and documentation. I feel this will help new players (and makes many hours of work already done obsolete). The x64 editor and game will be huge improvements, eventually. I feel as though my editor has been sped up a bit, viewing data with the object explorer shown.
It is a little upsetting, in a selfish kind of way. Work-arounds that I spent a lot of time on, have slowly been made easier between the last 2 editor updates. Leaving me with the option of using an outdated method; or re-doing a lot of work. It also allows other editors to remake things that I feel make my project unique, with much less effort than I initially put into it.
For that we say thank you though, maybe we can see more high-quality projects made in less time by less experienced mappers.
The button tolltips now refresh in real time, not just when player hover the mouse. Sometimes this led to incorrect data reference values after applying the upgrades. (If you kept mouse over the button while upgrade is complete the values got refreshed only next time you hover it.)
Behavior categories are usefull for scaling the different buff duration on different type of units (hero/non-hero, boss, etc)
Few new additions to modification+ and damage response+ fields (now you can make ability like: "creates a shield that absorbs the ammount of damage equal to your maximum energy pool"), also scale the hp regen based on missing health is now behavior's embedded functionality.
Some new actor types and events, but actualy i expected more in this area. The model materials are very useful, though.
Personally, Data Wizards are the big one. With it, someone like me can design a wizard that MASSIVELY simplifies various tasks.
The working one I have now lets me build a weapon, with a missile effect, along with missile impact model and sound, in like 2 minutes. Before, that would easily take 30 minutes (Create each data type, link them all together, select the models, find the relevant field and so on).
you can now show the command card (dialog item of command card, 0001-0004) of any unit additionally to your currently selected one which basically enables endless abilities with a little bit trigger help.
Could you elaborate on this a bit? Which module would I find it in etc? It would be very useful for streamlining a system in the campaign I'm working on. Thanks
triggers - create dialog item, then select command panel. set the unitgroup of the dialog item and the command card ID (which is 0001-0004), + size and anchor. basically you can set up the command cards of one unit, spawn it on the map and then show every command card to the player. if you need more abilities create more units.
the abilities on the dummies then just have to search for your "extended" unit and then launch the effect chain from there or use triggers to do so.
"Edit > Paste Position Symmetrical
Use in conjunction with map symmetry and Copy Position. This will move the selected object to the nearest point which is symmetrical to the copied position."
and
"Data > Rotate Objects
Opens a dialog for rotating a group of objects about an arbitrary point."
Missile effects allowing you to continue effect tree on the missile. A god send for maps where you need to credit kills to the caster unit and not the missile unit fired by the caster. Makes making skills like WC3 Shockwave correctly super easy as opposed to nearly impossible.
Trigger wise nothing major was changed next to some behaviour better defined (getting player account handle) and some functions deprecated (you cannot force off the UI clock anymore).
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So besides breaking a lot of people's maps, what did the update improve?
Does the addition of wizards make your life easier, ect.
you can now show the command card (dialog item of command card, 0001-0004) of any unit additionally to your currently selected one which basically enables endless abilities with a little bit trigger help.
lots of new UI frames, not sure which ones are useable yet.
texture sets
data wizards
preview with terrain
merge tools
just the ones i stumpled across the past few days.
loading times seem to be a bit faster.
3.0 is like 3x better than the older editor.
that's definitly an exaggeration, but yes it will be better once it will work.
It came with 16 terrain textures witch is a dream come true i have to say the blending is a little tricky and leaves a black ugly line.
It has Fill Block Vision also pretty sweet stuff if you ask me.
It came with Fill and disallow creep it works perfectly nicer than the last thing we had.
Just about it I thank Blizzard for such good terrain tool. I only ask for a way to get rid of the black nasty lines.
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They fixed a severe bug that would cause the slight displacement of actor and unit when you control a unit through TPS controls, which was a bug basically all TPS maps were affected by (and that was, ironically, introduced by another patch during HOTS). This is a huge improvement for me as walking is much smoother now.
It basically was the number 1 bug I wanted to have fixed, and they did it, so, bravo. Even through they broke it in the first place.
A lot of the data has been given additional fields and documentation. I feel this will help new players (and makes many hours of work already done obsolete). The x64 editor and game will be huge improvements, eventually. I feel as though my editor has been sped up a bit, viewing data with the object explorer shown.
It is a little upsetting, in a selfish kind of way. Work-arounds that I spent a lot of time on, have slowly been made easier between the last 2 editor updates. Leaving me with the option of using an outdated method; or re-doing a lot of work. It also allows other editors to remake things that I feel make my project unique, with much less effort than I initially put into it.
For that we say thank you though, maybe we can see more high-quality projects made in less time by less experienced mappers.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I just found the "Used by" Field in the data editor (right click). Very useful.
lol that has been there for quite a long time now
The tooltip appender+ field for buttons is pretty good if you want to implement some augment system for abilities or items, also provides solution for this guy: http://www.sc2mapster.com/forums/development/data/75581-solved-is-this-possible-within-a-button-tooltip/
The button tolltips now refresh in real time, not just when player hover the mouse. Sometimes this led to incorrect data reference values after applying the upgrades. (If you kept mouse over the button while upgrade is complete the values got refreshed only next time you hover it.)
Behavior categories are usefull for scaling the different buff duration on different type of units (hero/non-hero, boss, etc)
Few new additions to modification+ and damage response+ fields (now you can make ability like: "creates a shield that absorbs the ammount of damage equal to your maximum energy pool"), also scale the hp regen based on missing health is now behavior's embedded functionality.
Some new actor types and events, but actualy i expected more in this area. The model materials are very useful, though.
Overal it is good, despite few shitty bugs
Personally, Data Wizards are the big one. With it, someone like me can design a wizard that MASSIVELY simplifies various tasks.
The working one I have now lets me build a weapon, with a missile effect, along with missile impact model and sound, in like 2 minutes. Before, that would easily take 30 minutes (Create each data type, link them all together, select the models, find the relevant field and so on).
Could you elaborate on this a bit? Which module would I find it in etc? It would be very useful for streamlining a system in the campaign I'm working on. Thanks
triggers - create dialog item, then select command panel. set the unitgroup of the dialog item and the command card ID (which is 0001-0004), + size and anchor. basically you can set up the command cards of one unit, spawn it on the map and then show every command card to the player. if you need more abilities create more units.
the abilities on the dummies then just have to search for your "extended" unit and then launch the effect chain from there or use triggers to do so.
@FunkyUserName: Go
Thanks! I'll look into that :)
Might also be old but I just found out you can add more than two cliff types on a single texture set.
I'm surprised nobody mentioned the symmetry tools. They make terraining balanced maps very easy.
The symmetry tools are ooooooooold. I think they came with the HotS pre-patch.
Although its true symmetry tools are old, they were expanded upon and improved in patch 3.0. As seen in the patch notes: http://us.battle.net/sc2/en/blog/19913940/
"Edit > Paste Position Symmetrical
Use in conjunction with map symmetry and Copy Position. This will move the selected object to the nearest point which is symmetrical to the copied position."
and
"Data > Rotate Objects
Opens a dialog for rotating a group of objects about an arbitrary point."
Missile effects allowing you to continue effect tree on the missile. A god send for maps where you need to credit kills to the caster unit and not the missile unit fired by the caster. Makes making skills like WC3 Shockwave correctly super easy as opposed to nearly impossible.
Trigger wise nothing major was changed next to some behaviour better defined (getting player account handle) and some functions deprecated (you cannot force off the UI clock anymore).