Since you must manually animate each unit's ability and things (unlike Warcraft III), it's nice to have a way to give the same ability to multiple units quickly and cleanly.
Since they're called macros I assume that they "copy and paste" and do not exist at run-time.
Nice, mapster's so alive we're responding to 6 year old threads now.
As for the topic - they are superb for organization. After discovering them I no longer need to lose my mind when opening events+ tab on a unit with various animation-manipulating/timing abilities. All is nice, categorized and copy-pasteable.
but once you copied & pasted everything and you decide to change something you have to do it again for all actors. it's just good practice to use them and will save you alot of time over the X-th iteration of your map
To chime in, not only are they basically reusable/struct like setups of actor messages (and note, they can technically be used in different actor types, though using messages that will work in such contexts will be difficult), you can still template them, and make different macros for different categories of things. I do this in NOTD 2, by having event macros that I can then fill in with tokens to handle different armor swaps for different armor pieces on characters.
There is also a newish event macro, even macro runnable, which I haven't played around with as much, but I think it allows you to package and dispatch multiple actor messages in a single go to another actor.
Upon further investigation, there is now Macros, that allow you to just run them and they can contain actor actions (with terms). There is an actor action to just run one. This is even more flexible then macros, because you can run multiple actions without having to repetitively use the same event for a package of actions.
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Does it optimize abilities? Or, what I don't get it. Seems just like an extra path, another route taking up unnecessary bits, not that it means much.
Since you must manually animate each unit's ability and things (unlike Warcraft III), it's nice to have a way to give the same ability to multiple units quickly and cleanly.
Since they're called macros I assume that they "copy and paste" and do not exist at run-time.
macros are super useful if you need the same event.actions for group of actors
SImpler maintenance if you plan to tweak and stuff
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Nice, mapster's so alive we're responding to 6 year old threads now.
As for the topic - they are superb for organization. After discovering them I no longer need to lose my mind when opening events+ tab on a unit with various animation-manipulating/timing abilities. All is nice, categorized and copy-pasteable.
@DuckyTheDuck: Go
!!! i just notice the date on the original post!
Strange, but I was wondering how to use macros effectively and if i should even bother with them.
Then, I saw this thread on the front page. And now I decided I will look into macros more closely, they may be more useful than I originally thought.
... a 6 year old thread is still useful today. who knew?
They are less useful now that you can copy and paste blocks of events in XML view.
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
@DrSuperEvil: Go
wow. I did not think of that. you sir, just saved me alot of time.
again... : )
but once you copied & pasted everything and you decide to change something you have to do it again for all actors. it's just good practice to use them and will save you alot of time over the X-th iteration of your map
To chime in, not only are they basically reusable/struct like setups of actor messages (and note, they can technically be used in different actor types, though using messages that will work in such contexts will be difficult), you can still template them, and make different macros for different categories of things. I do this in NOTD 2, by having event macros that I can then fill in with tokens to handle different armor swaps for different armor pieces on characters.
There is also a newish event macro, even macro runnable, which I haven't played around with as much, but I think it allows you to package and dispatch multiple actor messages in a single go to another actor.
Upon further investigation, there is now Macros, that allow you to just run them and they can contain actor actions (with terms). There is an actor action to just run one. This is even more flexible then macros, because you can run multiple actions without having to repetitively use the same event for a package of actions.