I believe the publishing system brings this feature
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Last active Thu, Dec, 18 2014 00:35:08
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May 5, 2010Posted in: General Chat
Some things we've learned when collaborating on maps:
- Drag and drop the MapName.SC2Map folder onto the editor when working on it, this will prevent it from doing any folder renaming and you can save the map in-place
- Map collaboration with Subversion is going to be very difficult, if not impossible. You're going to need someone coordinating the merges with Git or Mercurial. You're pretty much guaranteed to get a conflict when working together. Your best bet is to have people work on different subsections of the editor (triggers, object placing, terrain, etc)
While it's possible to work on lets say doodad placement together, it requires some delicate conflict resolution. For example I did a test where I added a bunch of doodads and my team mate did as well. I had to fix the Object id on every xml node because some id's were overlapping.
Mercurial allows you to use arbitrary merge tools, if these conflicts become harder and harder to merge I can envision writing tools that help the process; if it's even worth it before Blizzard gets around to releasing their tools.
May 4, 2010Posted in: General Chat
The 2nd integer (after the header) in the .version file seems to be a revision number(?), which is shared between all version files. Followed up my something which appears to be a checksum of some sort? I'm just speculating though.
My guess would be, Blizzard might have used this internally for something; or the editor uses this for some consistency checking. It would be nice to see Blizzard's map editing workflow, I'm sure they're using a bunch of tools internally that we'll never have access to.
May 3, 2010Posted in: General Chat
I put together a syntax file for Vim (http://www.vim.org/download.php)
It highlights all types and structs documented on the sc2mapster API docs. It even highlights all the constants documented as well.
If you've never heard of Vim before, it's a powerful text editor that emphasizes the use of the keyboard over the mouse. All movement commands are done in a mode which is separate from the input mode. I'm not going to go much into it here, those who swear by it will find this galaxy script syntax highlighter very handy:
Download from the project page.
May 3, 2010Posted in: General Chat
We're using Mercurial on our team, luckily it doesn't suffer from the issue of directory renames since Mercurial doesn't drop dotfolders in every tracked directory.
We have yet to do a lot of collaborative stuff yet though, should be interesting what happens when it comes down to the merge.
Apr 27, 2010Posted in: Miscellaneous Development
From what I could tell by poking around in the editor for a couple of hours, you can set up events in the Actor's events field to perform certain actions based on certain events, such as triggering an animation when an effect starts.
For example you can make the actor play the attack animation when the Launch Missile effect goes off on the actor's weapon. You could also make the actor grow large and turn red when he gets a power-up effect, etc.
Since most actors already have these triggers set up by default, it shouldn't be hard to figure out how to implement your own by poking around in the Unit Actors events field.
Apr 26, 2010Posted in: Miscellaneous Development
I just wanted to say one thing to you before I goto bed:
OH MY GOD THANK YOU.
I just spent the entire night trying to figure out why I had to deep copy the entire unit just to change damage and trajectory settings. Sanity reclaimed.
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