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    posted a message on Revert to SC2 standard layout when loading War3 mod?

    I've loaded the War3 mod (Warcraft Classic). Now the UI look and feel is from WarCraft 3. How can I change it back to SC2 standard? I only want the units from the mod.

    Posted in: UI Development
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    posted a message on How to use the new Item Build support

    In the patch notes for the big editor update, it says there is now Item Build Support:

     

     

    • Item Build Support
      • Items in a unit's inventory can now be used to build structures.
      • This item ability can be set to require the hero to maintain a channel. Alternatively, players may “warp in” buildings such as with Protoss structures.
      • This type of item can be helpful to build expansions. The hero can buy a Pocket Town Hall and place it at a new expansion; the building would then automatically build itself.

    However, I cannot find any specific on how to implement this. No special Item Build ability, or new features on the Item object. Does anybody know?

     

    Posted in: Data
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    posted a message on Showing decimals in text data references

    In reply to v3rmillius:

     Nice, thanks!

    Posted in: Data
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    posted a message on Showing decimals in text data references

    When trying to show a value from a data reference in, for example, a tooltip, the referenced value will always be shown as integer, even if it is a real. So 2.5 is shown as 2. Is there a way to show the data reference with the right number of digits?

    Posted in: Data
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    posted a message on How to use effect to modify a global counter

    I am trying to change a global counter using an effect. I thought to use the "User Data" effect, but no clue how it works. I'm assuming I need to define a User Type, but then I'm stuck how the fields in the User Data Effect map to a User Type. For instance, what precisely do Key and Source Key refer to?

    Posted in: Data
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    posted a message on How the hell does the Loot system work in the data editor??

    OK I've found what's going wrong.

     

    I'm doing the development in a SC2Mod file. If I test (Ctrl+F9) from that file, using the test map set in preferences, then I get double the loot. If I go to the SC2Map in the Editor that I also use in preferences for testing the mod, and then test from there, I get normal expected loot. It's the exact same map.

     

    So workaround is to go the SC2Map manually to test the mod.

    Posted in: Data
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    posted a message on How the hell does the Loot system work in the data editor??

    It's a good tutorial, thanks. However, I still have an issue which is not addressed in there.

     

    The CLootUnit object seems to consistently drop 2 of the selected unit instead of 1. I have tested a setup as follows:

    Overlord has Unit - Loot set to MedKit

    MedKit is a CLootUnit object with the unit Pickup - Medkit

    ...and that's it

     

    Every time I kill an Overlord it drops 2 Pickup - Medkits. Also tested with other items such as 10 slot bag.

     

    Does anybody have the same issue?

    Posted in: Data
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    posted a message on How the hell does the Loot system work in the data editor??

    I haven't found any useful documentation on the CLoot objects in the Data Editor, so decided to experiment.

     

    My assumption for CLootSet - which apparently is false - was as follows:

    • The CLootSet will go through each child in Children, and roll for success given the chance between 0 and 100 (%)
    • The Minimum Count indicates how many of the children rolls will succeed at minimum
    • The Maximum Count indicates at most how many rolls are allowed to succeed

    I created a test loot table in various configurations, and let my overpowered Jim Raynor kill 100s of units using the loot table to test the results.

     

    Hopefully I didn't make any errors in my debug messages, but the below results just don't make sense to me.

     

    Hopefully somebody can explain what the correct interpretation of the CLootSet object is!

     

    Note that the minimum value of Minimum Value is 1 if you try to set it yourself. The base object has it set to 0.

    Index Chance Item
    0     0      10 slot bag 
    1 100 (none) Min Count: 1 Max Count: 1
    Results: 
    average items / kill = 0.01 (would have expected 0)
    Max drops / kill = 1

    Index Chance Item
    0 50 10 slot bag
    1 50 (none)
    Min Count: 1
    Max Count: 1

    Results: average items / kill = 1.025 (would have expected 0.5)
    Max drops / kill = 2 (would have expected 1)

    Index Chance Item
    0 50 10 slot bag
    1 50 24 slot bag
    Min Count: 1
    Max Count: 1

    Results: average items / kill = 2 (would have expected less than 1)
    Max drops / kill = 2 (would have expected 1)
    For the above table I get the same result if I set Max Count to 100, i.e. still only and always 2 drops per kill
    Posted in: Data
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