Wont happen. Its not even easy to package the tools they used in some sort of compact(and easy to understand/use) editor for the general public.
Would be a waste of company time and resources and its doubtful the community would be able to use it to any great or meaningful use.
This hasn't stopped people from modding many games in the past.
@TacoManStan: Go Why? Deleting them manually only means you have to delete some text, it isn't that hard. But if you don't have problems, I guess you only need to worry about longer loading times, if multiple dependencies cause a noticeable increase (I never tested it myself).
I'm 99% sure that this isn't true.
Sc2 doesn't load unused data and model assets as far as I know.
Yeah, that didn't work... Oh well. Any other suggestions? Also, exactly what would happen if I were to keep them as is? I haven't run into any problems so far, at least none that I know of.
I would prefer to avoid deleting them manually.
Nothing happens.
Each dependency that you add, adds an entry into the editor for that dependency. Assuming it exists. Since you have every dependency active, you'll see this;
Marine (Source: WoL MP)
Marine (Source: WoL Campaign)
Marine (Source: Swarm MP)
Marine (Source: Swarm Campaign)
You'll have 1-4 instances of every data entry. However, only one of these instances is "in use". The instances that are not in use, are simply not editable.
As long as you're not using WoL marines in your map, then adding in swarm MP dependency, it's fine.
TL;DR
Dependency conflicts don't matter if you use custom units.
I am in the same boat as you, always played around with the editor, but never actually finished anything.
I am working on my first project called zX Alpha which is ment to recreate the type of game Blizzard had when they first made the alpha version of the game.
With every unit flying, minerals on asteroids, ect ect
Going to make a 1v1 with JUST protoss first, then expand and make the other races, then make 2v2, 4v4 and a 4 v Ai
It will be an extremely small game, but it requires making many custom units, building the level, and learning alll the in's and outs of really working on a project from start to completion
Here's a tip;
Don't.
Your first map WILL be bad.
This isn't some slander against you. It's just how it goes.
Start small. Start easy, and most importantly; start something you will finish.
If the projectiles are not missiles, but units with issued orders, I could see something like this work in data. On reflection, order the units with some persistent offset shenanigans, the reflection angle does not have to be perfect.
But I assume, for this video the projectile handling is done via trigger, and it was picked mainly to show off the actor usage.
It's all data. Everything from the voiceovers to phase changes. Reflection is done via force effects. There's 1 trigger to hide the UI elements and lock the camera onto the hero. It's also 2 years old.
2) Made the edits before HotS, and edited the wrong units (there's 2)
3) Added HotS dependancies, including HotS unit stats
If I'm right, you've messed up and the only way around it is to either remove the HotS dependancy, or re-do all edits.
For future reference, you're doing it wrong. Don't edit units. Make new units, and set the unit's parent to the unit you want to copy. You'll constantly have your problem occur every new patch if you don't.
Hard? No one ever plays on Brutal? I'd do all on Brutal once I have a playable system for the game
Brutal is really easy as well.
Pretty sure every engagement in the game can be solved with summon banelings and kinetic blast.
I almost feel like Summon Banelings ruins the game. Probably should replay it without using that spell.
Oh and Deep Burrow Swarm Hosts are ridiculous as well. Swap between Burrow or the thing that lets them hit air, depending on the mission.
On topic;
Is it me or are loading times really, really, really long? It takes me 15 sec to load a WoL campaign mission. Around 2 minutes for HotS. Worryingly, the same occurs for custom maps.
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This isn't going to be pretty.
Replace the move command on every unit with an effect-target ability that issues a move order after a persistent delay.
Make the effect-target ability smartcast on points.
Use catalog value set triggers to adjust the delay on the persistent effect.
You will need to do this for every ability. This will not be a quick job, and I doubt you'll find another way.
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This hasn't stopped people from modding many games in the past.
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I'm 99% sure that this isn't true.
Sc2 doesn't load unused data and model assets as far as I know.
0
Nothing happens.
Each dependency that you add, adds an entry into the editor for that dependency. Assuming it exists. Since you have every dependency active, you'll see this;
Marine (Source: WoL MP)
Marine (Source: WoL Campaign)
Marine (Source: Swarm MP)
Marine (Source: Swarm Campaign)
You'll have 1-4 instances of every data entry. However, only one of these instances is "in use". The instances that are not in use, are simply not editable.
As long as you're not using WoL marines in your map, then adding in swarm MP dependency, it's fine.
TL;DR
Dependency conflicts don't matter if you use custom units.
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Making up statistics and baseless assumptions is a great way to get your point ignored.
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Here's a tip;
Don't.
Your first map WILL be bad.
This isn't some slander against you. It's just how it goes.
Start small. Start easy, and most importantly; start something you will finish.
0
Unit that can move and be built upon as if it were terrain.
0
0
It's all data. Everything from the voiceovers to phase changes. Reflection is done via force effects. There's 1 trigger to hide the UI elements and lock the camera onto the hero. It's also 2 years old.
0
HotS custom maps are hidden from you. That is all.
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Are we talking standard DotA heroes (4-5 abilities each)?
Do you have every detail noted down (ie ability tooltips, ability icons)?
My data editing is pristine.
I have years worth of data editing to demonstrate if you're interested in more.
Email me on [email protected] if you're interested. I rarely check these forums anymore.
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I bet you:
1) Started your map before HotS
2) Made the edits before HotS, and edited the wrong units (there's 2)
3) Added HotS dependancies, including HotS unit stats
If I'm right, you've messed up and the only way around it is to either remove the HotS dependancy, or re-do all edits.
For future reference, you're doing it wrong. Don't edit units. Make new units, and set the unit's parent to the unit you want to copy. You'll constantly have your problem occur every new patch if you don't.
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Brutal is really easy as well.
Pretty sure every engagement in the game can be solved with summon banelings and kinetic blast.
I almost feel like Summon Banelings ruins the game. Probably should replay it without using that spell.
Oh and Deep Burrow Swarm Hosts are ridiculous as well. Swap between Burrow or the thing that lets them hit air, depending on the mission.
On topic; Is it me or are loading times really, really, really long? It takes me 15 sec to load a WoL campaign mission. Around 2 minutes for HotS. Worryingly, the same occurs for custom maps.
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I can't be the only one that's annoyed by this;
I know that it can be "fixed" by having a map smaller than 256 and then having excessive camera bounds, but is there another way?
Can the black mess that borders a map's terrain be removed? I'd rather it just be scenery.
Is this hardcoded? I've never seen a map manage to remove it without the aforementioned "excessive camera bounds" trick.
Why is it even there? It ruins cinematics.
I've tried every solution I could think of, and have been for months without even the slightest bit of luck regarding removing it.
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Import this into your map if you're having trouble with vital values over 10,000 taking up 2 lines. It will fix everything. Thanks for the assistance!
I'm not sure that the 4 "<Anchor side="Left" relative="$parent/$parent/$parent/WorldPanel" pos="Min" offset="0"/>" entries are needed.