@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.
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.
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
<Cunitid="RandomUnit"><CardLayouts><LayoutButtonsFace="Move"Type="AbilCmd"AbilCmd="move,Move"Row="0"Column="0"/><LayoutButtonsFace="Stop"Type="AbilCmd"AbilCmd="stop,Stop"Row="0"Column="1"/></CardLayouts></Cunit>
Map itself
<Cunitid="RandomUnit"><!-- if you want to overwirte --><CardLayoutsindex="0"removed="1"><CardLayouts><LayoutButtonsFace="PhotonCannon"Type="AbilCmd"AbilCmd="ProtossBuild,Build8"Row="0"Column="0"/></CardLayouts><!-- if you want to append --><CardLayouts><LayoutButtonsFace="Gateway"Type="AbilCmd"AbilCmd="ProtossBuild,Build2"Row="0"Column="1"/></CardLayouts></Cunit>
That is pretty much how i did it for the hero mod.
It certainly did. Galaxy will almost deinitefly not include built-in Modelling tools. Weapoins are different from modelling, so that will definitely be possible.
@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.
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
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
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
0
@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:
@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
0
Good question. Beats me. Probably not, but worth trying out.
0
You can see them when you play ladder games. They show up based on the map tileset.
0
@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.
0
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
That is pretty much how i did it for the hero mod.
0
@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.
0
@BrotherLaz: Go
http://forums.sc2mapster.com/development/map-development/281-mwcomsimgoakrozsm/#p9
0
The uberlisk is not a model edit, it is a unit with spine cralwer attachments through the data files.
0
ANy insight on that btw? I want to optimize the layout for hero survival :P
0
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.
0
@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
0
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:
0
@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.
0
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:
Reuqires que a few button data that should be obvious for anyone meddling with this sort of stuff.
0
@saltygrapes: Go
Quite fucking swet man. Excellent job.