The Data Editor allows you to modify data objects.
Data objects are classified into major categories, such as
Unit object - representing a core "Unit" which includes normal units, structures, missiles, inventory items, resource nodes, etc
Actor object - sounds and models, created and manipulated by other data objects
Behavior object - temporary or optional modifications to units that can be added and removed
Ability object - how unit interact with other units and the environment, any actions a unit will perform
Effect object - when something needs to happen, often as a result of an Ability
Validator object - a set of conditions that will return a true or a false, used for logic
There are other major categories.
The basic idea though is that these data objects all link up together. They reference one another.
Relationships / Reference / Linking objects
Relationships / Reference / Linking all mean the same thing.
An unreferenced object is like an unplugged telephone.
Data objects reference one another in their attribute fields, the things you actually edit. For example an Ability object of type "Effect - Instant" has an "Effect" attribute field that "references" or "links" to the Effect object that the Ability will trigger when used.
Try to think of a data object linked to another as a "has" or a "uses" relationship.
For example:
A Unit object has an Actor object.
An Actor object uses Sound and Model objects.
A Unit object has Behavior and Ability objects.
An Ability object uses Effect objects to make things happen.
The most important part of editing of data objects involves ensuring that they are properly linked.
Main Relationships
Unit objects need a unit Actor to be visible.
Actors need Model and/or Sound objects linked. Actors specify the "Who, What, When, Where, Why" of visuals and sounds. Actors receive "Event" messages from other data objects to trigger.
Abilities usually need an Effect. An Ability defines the "Who, What, When, Where, Why" for a unit to perform, but use Effects to actually do it. Unless the ability is auto-cast, you will need to make a button on the Command Card of the unit you want to use the ability, and make the button an Ability Command with the proper Ability selected.
Effects are the "How". Effects can modify, create, heal, move, destroy, .etc. Effects are the main way to manipulate other data objects.
Behaviors are for adding or removing things from Unit objects. They can work as flags, buffs, etc, and can call Effects.
Closing
These basic concepts are the most common uses of the data editor and will help get you on your feet. The editor is extremely complex and deep, and poorly undocumented. Most learning will be done by exploration and trial and error, and user communities.
Remember, the biggest part of using the data editor is making sure that your data objects properly reference other data objects. Most of the other things are the details. If something isn't working, make sure there is a path from data object A (the origin object) to data object B (the desired end object) in your data objects links, or else it will never be reached because nothing references it!
This basic tenet of linkage is true for all of the object categories, from Requirement objects to Upgrade objects to Sound objects.
Concepts of the Data Editor
The Basic Idea
The Data Editor allows you to modify data objects.
Data objects are classified into major categories, such as
There are other major categories.
The basic idea though is that these data objects all link up together. They reference one another.
Relationships / Reference / Linking objects
Relationships / Reference / Linking all mean the same thing.
An unreferenced object is like an unplugged telephone.
Data objects reference one another in their attribute fields, the things you actually edit. For example an Ability object of type "Effect - Instant" has an "Effect" attribute field that "references" or "links" to the Effect object that the Ability will trigger when used.
Try to think of a data object linked to another as a "has" or a "uses" relationship. For example:
The most important part of editing of data objects involves ensuring that they are properly linked.
Main Relationships
Closing
These basic concepts are the most common uses of the data editor and will help get you on your feet. The editor is extremely complex and deep, and poorly undocumented. Most learning will be done by exploration and trial and error, and user communities.
Remember, the biggest part of using the data editor is making sure that your data objects properly reference other data objects. Most of the other things are the details. If something isn't working, make sure there is a path from data object A (the origin object) to data object B (the desired end object) in your data objects links, or else it will never be reached because nothing references it!
This basic tenet of linkage is true for all of the object categories, from Requirement objects to Upgrade objects to Sound objects.
Good luck!
@scmapcritic: Go Helpful.