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    posted a message on Help - Actor Parenting

    @vjeux: Go I don't know exactly what is going on but there are really strange things going on within the ActorData.xml file. Here are some strangeness. id (why not $id like they do with $parent?) <</quote>>

    $parent is only used in layouts. It is sadly clear that the layout programmers had a different convention scheme from the game data dudes.

    id is actually used A LOT in the Core.SC2Mod game data files.

    Examples:

    <CUnit default="1">
            <Name value="Unit/Name/##id##"/>
            <Description value="Button/Tooltip/##id##"/>
            <DeathRevealRadius value="2"/>
            <DeathRevealDuration value="4"/>
            <Race value="Neut"/>
            <DefaultAcquireLevel value="Offensive"/>
            <Response value="Acquire"/>
            <ResourceState value="Unknown"/>
            <ResourceType value="Unknown"/>
            <LifeStart value="1"/>
            <LifeMax value="1"/>
            <LifeArmorName value="Unit/LifeArmorName/None"/>
            <Mover value="Ground"/>
            <StationaryTurningRate value="720"/>
            <TurningRate value="720"/>
            <Radius value="0.5"/>
            <SeparationRadius value="0.5"/>
            <MinimapRadius value="0.5"/>
            <EditorCategories value="ObjectType:Unit"/>
            <TacticalAIFilters value="Enemy;Player,Ally,Neutral"/>
            <AIEvalFactor value="1"/>
            <Mass value="0.4"/>
            <FlagArray index="Movable" value="1"/>
            <FlagArray index="Turnable" value="1"/>
            <FlagArray index="Unclickable" value="1"/>
            <FlagArray index="Unhighlightable" value="1"/>
            <FlagArray index="Untooltipable" value="1"/>
            <FlagArray index="KillCredit" value="1"/>
            <FlagArray index="ShowResources" value="1"/>
            <EditorFlags index="BlockStructures" value="1"/>
            <Facing value="0"/>
            <LifeRegenRate value="0"/>
            <EnergyRegenRate value="0"/>
            <ShieldRegenRate value="0"/>
            <Speed value="0"/>
            <Acceleration value="0"/>
            <Deceleration value="0"/>
            <LateralAcceleration value="0"/>
            <LeaderAlias value="##id##"/>
            <SelectAlias value="##id##"/>
            <SubgroupAlias value="##id##"/>
            <OccludeHeight value="0.75"/>
            <TacticalAI value="##id##"/>
            <AIEvaluateAlias value="##id##"/>
            <ReviveType value="##id##"/>
            <PawnItemReduction value="1"/>
            <Fidget DelayMax="30" DelayMin="10" TurnAngle="90" TurningRate="90">
                <ChanceArray index="Idle" value="100"/>
            </Fidget>
        </CUnit>
    
    CRace default="1">
            <Name value="Race/Name/##id##"/>
            <StartLocationAlert value="StartLocation"/>
            <LoadingImage value="UI/Loading##id##"/>
            <DefeatImage value="UI/ScoreDefeatImage##id##"/>
            <DefeatMusic value="Music_##id##Defeat"/>
            <VictoryImage value="UI/ScoreVictoryImage##id##"/>
            <VictoryMusic value="Music_##id##Victory"/>
            <GameMusic value="Music_##id##Low"/>
            <FoodCeiling value="200"/>
            <ShowResource index="Minerals" value="1"/>
            <ShowResource index="Vespene" value="1"/>
        </CRace>
    
    <CAlert default="1">
            <Display index="Self" value="1"/>
            <Display index="Other" value="1"/>
            <PrimaryActions index="Flash" value="1"/>
            <PrimaryActions index="Select" value="1"/>
            <PrimaryActions index="View" value="1"/>
            <SecondaryActions index="Flash" value="1"/>
            <SecondaryActions index="Select" value="1"/>
            <SecondaryActions index="View" value="1"/>
            <Flags index="Combine" value="1"/>
            <Fade value="0.500000"/>
            <Life value="8.000000"/>
            <PingColor value="255,255,255,0"/>
            <PingTime value="6.000000"/>
            <Sound value="##id##"/>
            <Text value="Alert/Text/##id##"/>
            <Tooltip value="Alert/Tooltip/##id##"/>
            <Voice value="Unknown"/>
        </CAlert>
    

    @vjeux: Go <On> tag containing strings similar to code <</quote>>

    Well, it is way better than how requirements/requirement nodes work. At least when doing it by hand.

    @vjeux: Go Actor referencing random data from everywhere (unit, abilities ...) <</quote>>

    It really isn't random, and you know it :p

    Posted in: Miscellaneous Development
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    posted a message on Map Development - Recap

    Good question. Beats me. Probably not, but worth trying out.

    Posted in: Miscellaneous Development
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    posted a message on Loading Screens

    You can see them when you play ladder games. They show up based on the map tileset.

    Posted in: General Chat
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    posted a message on Map Development - Recap

    @vjeux: Go

    Reading how changelings worked helped shittons.

    EDIT: Take into account index="x" and removed="1" also work for other array elements, be it abil array, behaviour array, starting units, etc. You need to know the specific index tho.

    Posted in: Miscellaneous Development
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    posted a message on Map Development - Recap
    Quote from vjeux: Go

    Only differences are being saved in the map, that allows small maps. However this is a bit annoying for now.

    You do realize this is easily fixable?

    Using your example posted there (i'd reply on that thread, but I feel it is important to note this in newer threads), you can do the following:

    patch.SC2Data

    <Cunit id="RandomUnit">
    	<CardLayouts>
    		<LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
    		<LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
    	</CardLayouts>
    </Cunit>
    
    Map itself
    <Cunit id="RandomUnit">
    	<!-- if you want to overwirte -->
    	<CardLayouts index="0" removed="1">
    	<CardLayouts>
    		
    		<LayoutButtons Face="PhotonCannon" Type="AbilCmd" AbilCmd="ProtossBuild,Build8" Row="0" Column="0"/>
    	</CardLayouts>
    	<!-- if you want to append -->
    	<CardLayouts>
    		
    		<LayoutButtons Face="Gateway" Type="AbilCmd" AbilCmd="ProtossBuild,Build2" Row="0" Column="1"/>
    	</CardLayouts>
    </Cunit>
    

    That is pretty much how i did it for the hero mod.

    Posted in: Miscellaneous Development
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    posted a message on Question about editing Models

    @AegisRunestone: Go

    It certainly did. Galaxy will almost deinitefly not include built-in Modelling tools. Weapoins are different from modelling, so that will definitely be possible.

    Posted in: Artist Tavern
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    posted a message on Question about editing Models

    The uberlisk is not a model edit, it is a unit with spine cralwer attachments through the data files.

    Posted in: Artist Tavern
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    posted a message on New - so about Blizzcon's ghost map, how hard is this in practice? :)

    ANy insight on that btw? I want to optimize the layout for hero survival :P

    Posted in: Miscellaneous Development
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    posted a message on New - so about Blizzcon's ghost map, how hard is this in practice? :)
    Quote from BrotherLaz: Go

    @Alevice: Go So attaching is just like War3 where you would attach an orb or weapon. Lame. :( I thought the spine crawlers would actually shoot as independent units and weren't just a graphics effect.

    I misexplained myself, i was just ntipicking on the terminology. They do act on their own, I just meant that "units" are not the only attachable.

    Posted in: Miscellaneous Development
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    posted a message on New - so about Blizzcon's ghost map, how hard is this in practice? :)

    @BrotherLaz: Go

    Hey BrotherLaz, hows the Keep going?

    Anyway, at this point, since tehre is vritually no scripting api, mouse control is limited to the standard RTS behavior (left click selection, right click smart action). We will definitely have to wait for the editor to be relased to see the feasibility of such a thing. Fellow modder xcorbo is working on a map that has a third person view, done by merely working on the camera data files.

    Combine units is kind of an innacurate expresion, as you attach components to actors. But yeah, you can even rigth now. I do not know very well yet, and I intend to recreate eventually the uberlisk before the editor is out, but as of yet, someone else will have to provide info.

    The UI i can tell you is something that really hesn't been explored so far. From what I have grasped on the SC2Layout files, it is indeed possible, but seems quite complicated, at least by means of self discovery with 0 documentation whatsoever.

    Irt is likely all your ideas will definitely be possible (and possibly emulated to detah thans to CoH: Tales of Valor tank mission), but at this point a few can't be done yet and the others still reuire personal R&D

    Posted in: Miscellaneous Development
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    posted a message on [XML] Heros - Level and XP

    For the most part, I got WC3 Hero emulation working. It must be noted some things were pretty much duplicated from the aforementioned chinese mod. Some things, like level requirements for skills havent been finished yet. I will get to fix it once I study said mod further. No documentation within yet either.

    It requires a launcher like Zoxc's which allows to pick a mod. Player Race must be protoss, and computer race I recommend zerg, for I have given them a few extra zerglings for testing purposes.
    http://dl.dropbox.com/u/1047844/HeroMod.rar

    OH MY SCREENSSS:

    http://img62.imageshack.us/img62/5687/screenshot016y.th.jpg
    http://img256.imageshack.us/img256/7706/screenshot017u.th.jpg
    http://img62.imageshack.us/img62/5829/screenshot018p.th.jpg

    http://img694.imageshack.us/img694/2034/screenshot019by.th.jpg
    http://img203.imageshack.us/img203/8048/screenshot020u.th.jpg
    http://img13.imageshack.us/img13/4669/screenshot021ge.th.jpg
    http://img62.imageshack.us/img62/4486/screenshot022r.th.jpg

    Posted in: Tutorials
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    posted a message on [XML] Heros - Level and XP

    @TrueShaimus: Go

    Just because, man. We don't need to wait for an editor to arrive, we are awesome enough to mod with just one hand.

    Posted in: Tutorials
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    posted a message on [XML] Heros - Level and XP

    Ripping off these chinese helped me discover how to make learnable abilities in addition to undesrtand too how token directives work. So the credit really goes to those communists :P

    Anyway here be some code:

        <CAbilLearn default="1" id="BaseLearn">
            <?token id="l1" type="CAbilLink"?>
    	<?token id="l2" type="CAbilLink"?>
    	<?token id="l3" type="CAbilLink"?>
    	<?token id="l4" type="CAbilLink"?>
            <InfoArray index="Learn1" Abil="##l1##"/>
            <InfoArray index="Learn2" Abil="##l2##"/>
            <InfoArray index="Learn3" Abil="##l3##"/>
            <InfoArray index="Learn4" Abil="##l4##">
    			<Button State="Restricted" Requirements="ReachLv6"/>
            </InfoArray>
            <Flags index="HideOnMaxLevel" value="1"/>
            <Flags index="BestUnit" value="1"/>
            <Points value="1"/>
            <PointsPerLevel value="1"/>
        </CAbilLearn>
        <CAbilLearn id="HeroSkills" parent="BaseLearn" l1="Abil1" l2="Abil2" l3="Abil3" l4="Abil4"/>
    
    
        <CUnit id="Hero">
            <AbilArray Link="Abil1"/>
    	<AbilArray Link="Abil2"/>
    	<AbilArray Link="Abil3"/>
    	<AbilArray Link="Abil4"/>
    	<AbilArray Link="HeroSkills"/>
    	<CardLayouts>
    		<LayoutButtons Face="Abil1" Type="AbilCmd" AbilCmd="Abil1,Execute" Row="2" Column="0"/>
    		<LayoutButtons Face="Abil2" Type="AbilCmd" AbilCmd="Abil2,Execute" Row="2" Column="1"/>
    		<LayoutButtons Face="Abil3" Type="AbilCmd" AbilCmd="Abil3,Execute" Row="2" Column="2"/>
    		<LayoutButtons Face="Abil4" Type="AbilCmd" AbilCmd="Abil4,Execute" Row="2" Column="3"/>
    		<LayoutButtons Face="LearnIcon" Type="Submenu" SubmenuCardId="Lrn" Row="1" Column="3"/>
            </CardLayouts>
            <CardLayouts CardId="Lrn">
            	<LayoutButtons Face="Abil1_Learn" Type="AbilCmd" AbilCmd="HeroSkills,Learn1" Row="0" Column="0"/>
            	<LayoutButtons Face="Abil2_Learn" Type="AbilCmd" AbilCmd="HeroSkills,Learn2" Row="0" Column="1"/>
    		<LayoutButtons Face="Abil3_Learn" Type="AbilCmd" AbilCmd="HeroSkills,Learn3" Row="0" Column="2"/>
    		<LayoutButtons Face="Abil4_Learn" Type="AbilCmd" AbilCmd="HeroSkills,Learn4" Row="0" Column="4"/>
            	<LayoutButtons Face="Cancel" Type="CancelSubmenu" AbilCmd="255,255" Row="2" Column="4"/>
            </CardLayouts>
        </CUnit>
    

    Reuqires que a few button data that should be obvious for anyone meddling with this sort of stuff.

    Posted in: Tutorials
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    posted a message on [XML] Heros - Level and XP

    @saltygrapes: Go

    Quite fucking swet man. Excellent job.

    Posted in: Tutorials
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