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    posted a message on Photoshop Work
    Quote from Sixen: Go

    Hey Kirthe, thanks for joining up. One of the few things we're lacking around here are modelers, ;P. If you'd like to join us in IRC, feel free: irc.freenode.net:6667 #sc2mapster

    I can model quite decently.

    Posted in: Miscellaneous Development
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    posted a message on CBehaviorBuff - Modification indexes

    WeaponDisableArray works, as shown in I've done it with that attribute. It might be WeaponLinkDisableArray though like it's friend AbilLinkDisableArray.

    Others:

    Food QueueCount QueueSize DetectFilters RadarFilters TimeScale SightMaximum Height AbilLinkDisableArray AbilLinkEnableArray AbilClassDisableArray AbilClassEnableArray BehaviorClassDisableArray BehaviorClassEnableArray BehaviorLinkDisableArray BehaviorLinkEnableArray

    Posted in: Miscellaneous Development
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    posted a message on Supply Depot

    @xhatix: Go

    Correct. It's actually another unit altogether in the unit data. I'm not sure if it's SupplyDepotLowered, but you should try it.

    Posted in: Miscellaneous Development
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    posted a message on question about create unit

    You could try a combination of a custom ability to create a unit along with a trigger for ordering the spell to be cast.

    You can do what vjeux said too, you can edit the time for a unit to be 1, so AITrain() is essentially creating a unit.

    Posted in: Miscellaneous Development
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    posted a message on MPQ Problems

    I think I replied to you in teknogods, but I'll do it again to solve any future problems with any other future modders.

    It appends data that doesn't have id's (or indexes maybe) rather then overwrites it.

    Examples are <StartingUnitArray> <CardLayout(s)> <Unit value="unit"/>

    just add index="0" attributes to all those.

    <Unit value="Zergling" index="1"/>

    Posted in: Miscellaneous Development
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    posted a message on GameData Folder Modding "RaceData" Fix!

    @Alevice: Go

    Ok. I'm taking a new approach, no mpq editing involved.

    Posted in: Miscellaneous Development
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    posted a message on GameData Folder Modding "RaceData" Fix!

    @Alevice: Go

    The other way you can have it is that you import all the patch files from patch.mpq into Liberty's Base.SC2Data.

    Posted in: Miscellaneous Development
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    posted a message on GameData Folder Modding "RaceData" Fix!

    I was messing around with some rumored tags to remove indexed data.

    The result is now you can have perfect mods through GameData folder modding. This works with lazy launcher 2 as well as the official beta client.

    I also made a MPQ which has the GameData/*.xml files wiped clean. So you can add all the xml files into GameData if you load a base version of starcraft for very consistent modding.

    <StartingUnitArray index="1" remove="1"/>
    <StartingUnitArray index="2" remove="1"/>
    <StartingUnitArray index="3" remove="1"/> // Overlord, havnt tested, but it should work
    

    RaceData.xml - Place this file as "*\StarCraft II Beta\GameData\RaceData.xml".
    Base.SC2Data - Place this file as "*\StarCraft II Beta\Mods\Liberty.SC2Mod\Base.SC2Data".

    If you want to mod the base version (no patches), extract all the .xml files from the original Liberty/Base.SC2Data .mpq file and place into GameData, then replace RaceData.xml with the fixed one.

    If you want to mod off of the most recent patch. Do the above, then follow with the same process, except with the most recent patch file under Versions/Base#. Finish it with the fixed RaceData.xml.

    Have fun! Make sure you are organized in your modding, back up your files, and put them back when you want to play normal!

    StrippedLibertyBase.zip

    Posted in: Miscellaneous Development
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