Well, late reply, but I just got back to that project.
Thanks BeLugh, somehow "acquired target" does exactly what I want (no way I would have found that out by myself, the variable description tells something whole different and it's even greyed out in the list).
But the other problem still exists: I still must put each variable under Events (the Pool 1, 2, ... in this case), instead of just putting a unit group or unit type there :( This is a big problem, because some of the units where I want to check the event are created during the game and are not editor-placed ones so I can't even select them in the event unit list.
Sounds too simple, but looks impossible somehow. :(
Hi there, is it possible that a unit can't attack enemies that are too near, i.e. that it can only attack enemies that are at a distance of between e.g. 5 and 10 meters?
Some basic questions as I'm new to this: I need to include the code as "custom script"? And how can I then call the init functions (custom script does only allow one init function without parameters)? Is there a way to call a function of a custom script from GUI?
Thanks!
When I import my custom galaxy file (with the F9 Import Manager, right?), I can't rename it because then all contents of that file get deleted somehow. Also I can't name the file "MapScript.galaxy" before importing it because the file does already exist (of course) when I try to import it.
Or shouldn't I use the Import Manager at all but instead an MPQ Editor?
I want to create a small campaign containing a few maps. As I understand, I need to make a .SC2Mod file which contains all the data I want to use in multiple maps and then (of course) create a map file for each level which loads the mod file in File->Dependencies?
But if I make changes to a unit (for example) in the mod file, is there a quick way to update the map that is currently open so that the changes are applied? As of now, I have to either restart the entire editor, or open the dependencies dialog in the map file and move the mod dependency up and down again. Or is it better to create the unit in the map, adjust (and test) it and then when it's finished, copy the unit to the mod file so the other maps can use it, too? Or is there a more comfortable way?
I don't know, I find the whole dependency system too complex and confusing. In other editors, you just create a new project and then add a map within that project and all maps share the same data automatically...
Okay, if I click on the "(", I can choose between different types of ability commands (I missed that somehow), and the Psionic Storm is there too. But again, nothing happens.
Hmmm seems straightforward, bin doesn't work for me. Nothing happens, and e.g. the Psionic Storm isn't even in the list of the abilities and for most of them the command is only "cancel" (e.g. nuke). Did I fetch the wrong action?!
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Well, late reply, but I just got back to that project.
Thanks BeLugh, somehow "acquired target" does exactly what I want (no way I would have found that out by myself, the variable description tells something whole different and it's even greyed out in the list). But the other problem still exists: I still must put each variable under Events (the Pool 1, 2, ... in this case), instead of just putting a unit group or unit type there :( This is a big problem, because some of the units where I want to check the event are created during the game and are not editor-placed ones so I can't even select them in the event unit list.
Sounds too simple, but looks impossible somehow. :(
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Thanks, just found it by myself. Didn't think that it would be that easy :D
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Hi there, is it possible that a unit can't attack enemies that are too near, i.e. that it can only attack enemies that are at a distance of between e.g. 5 and 10 meters?
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Well, I'm still fighting with the depencency system... :/
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Any help?
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But as I said, somehow the contents of the imported galaxy file get deleted when I try to rename it. :(
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Thanks, I didn't notice that. But what if I wanted to change the MapScript.galaxy (for adding new headers e.g.)?
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Some basic questions as I'm new to this: I need to include the code as "custom script"? And how can I then call the init functions (custom script does only allow one init function without parameters)? Is there a way to call a function of a custom script from GUI? Thanks!
0
When I import my custom galaxy file (with the F9 Import Manager, right?), I can't rename it because then all contents of that file get deleted somehow. Also I can't name the file "MapScript.galaxy" before importing it because the file does already exist (of course) when I try to import it.
Or shouldn't I use the Import Manager at all but instead an MPQ Editor?
0
I want to create a small campaign containing a few maps. As I understand, I need to make a .SC2Mod file which contains all the data I want to use in multiple maps and then (of course) create a map file for each level which loads the mod file in File->Dependencies?
But if I make changes to a unit (for example) in the mod file, is there a quick way to update the map that is currently open so that the changes are applied? As of now, I have to either restart the entire editor, or open the dependencies dialog in the map file and move the mod dependency up and down again. Or is it better to create the unit in the map, adjust (and test) it and then when it's finished, copy the unit to the mod file so the other maps can use it, too? Or is there a more comfortable way?
I don't know, I find the whole dependency system too complex and confusing. In other editors, you just create a new project and then add a map within that project and all maps share the same data automatically...
0
Okay, if I click on the "(", I can choose between different types of ability commands (I missed that somehow), and the Psionic Storm is there too. But again, nothing happens.
Any idea?
0
Hmmm seems straightforward, bin doesn't work for me. Nothing happens, and e.g. the Psionic Storm isn't even in the list of the abilities and for most of them the command is only "cancel" (e.g. nuke). Did I fetch the wrong action?!
0
Well, any news on this? Or still not doable?
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Can't you just drop the map on the Starcraft2.exe? Or was this possibility removed after the beta (haven't tried it since)?
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In the Data editor, look under "Unit - Flags". :)