You have to use the custom patch.SC2Archive file. Due to a bug in the way SC2 loads XML files in the map, it is not possible to change what a unit is able to produce directly. The only way is to edit the patch file.
Make sure you have replaced the real patch.SC2Archive by the one in the map folder.
At the moment, editing maps is not user friendly at all and reserved to a small community of "hackers". However, this is a great opportunity to play with what is available and prepare the future. The goal with the documentation is to build a comprehensive knowledge database to help people make great maps once the editor is being released.
As for this website being custom was a necessity. The forum is only a little part. This is the home for all the Curse.com projects including a repository, a ticket system, a wiki, a forum... And much more. We need to have something tailored for this need. ( http://www.curseforge.com/ )
The game by itself does not allow you to load a custom map. In order to do it you have to use a 3rd party map loader, edit the mpq files. It's quite painful.
I've made a Hello World map that you can launch and edit really easily in order to test the galaxy scripting features.
Download and extract SC2HelloWorld.rar
Edit the MapScript.galaxy file
Run the launch.bat
Enjoy!
The trigger debugger window is shown and give you some interesting informations.
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Thanks for the report, I will look into this.
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Hi from Paris :)
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Welcome :)
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This is really strange. Maybe you are having some modified script in your sc2 folder like custom AI or something.
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You have to use the custom patch.SC2Archive file. Due to a bug in the way SC2 loads XML files in the map, it is not possible to change what a unit is able to produce directly. The only way is to edit the patch file.
Make sure you have replaced the real patch.SC2Archive by the one in the map folder.
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We are going to make fewer of them at the beginning and as we grow up, add more. Having all those at start will make a feeling of emptyness.
Thanks for the list :)
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Hmm, it's working fine for me in the latest version. Have you any modified files / mpq inside your Starcraft II folder?
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Galaxy is basically C with few differences:
int a[10];
in c,int[10] a;
in galaxy)If you want more informations, check this out: http://www.sc2mapster.com/api-docs/galaxy-language/
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A more concrete example:
In the patch.SC2Data you have the file UnitData.xml containing
Now in the map itself you have a UnitData.xml containing
The game will first launch the patch UnitData.xml and then the map UnitData.xml. This is what he is going to load:
Notice that there are 2 CardLayout instead of one. The game only uses the first one. All our modifications are not being taken in account.
To fix this problem a simple solution is to put a blank UnitData.xml inside the patch.mpq. So there will be no more conflicts.
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It's not possible to spawn a new unit. However you have two possibilities:
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Are you in windowed mode?
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Hey!
At the moment, editing maps is not user friendly at all and reserved to a small community of "hackers". However, this is a great opportunity to play with what is available and prepare the future. The goal with the documentation is to build a comprehensive knowledge database to help people make great maps once the editor is being released.
As for this website being custom was a necessity. The forum is only a little part. This is the home for all the Curse.com projects including a repository, a ticket system, a wiki, a forum... And much more. We need to have something tailored for this need. ( http://www.curseforge.com/ )
Thanks for passing by :)
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Thanks it is now fixed :)
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As there is no type casting, you can't use void*.
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The game by itself does not allow you to load a custom map. In order to do it you have to use a 3rd party map loader, edit the mpq files. It's quite painful.
I've made a Hello World map that you can launch and edit really easily in order to test the galaxy scripting features.
The trigger debugger window is shown and give you some interesting informations.