I'm just getting back into map editing like you, but I think I can answer the last question at least. The void campaign dependency already gives you almost all the abilities blizzard has ever used. There's thousands of data entries. Trying to organize those, plus gather the abilities other people have made, and make a map that lets you see them in action, would probably be on par with the work required to make a whole custom campaign.
If someone knows a better way to get abilities than copying the xml data from the abilities and effects entries of a map or mod that has what you want, I'd like to know too.
I used the "void campaign fixed" mod to make sure I wouldn't have any errors with the melee units, but I don't want to have complicated dependencies in the end.
Is there a way to make it so that all entries of my modified units are green in the editor, whether I've changed them or not? For example, I would like to capture the stalker exactly as it is, and have all its data read from my mod, regardless of what its stats are in previous versions; but I don't want to change those stats. So if the stalker has 80 HP, I want to leave it at 80 HP, but if I change dependencies, or a blizzard patch changes stalker HP, it should still read the value from my mod. If I were to change the above HP value to 81, that would lock in the 81, but I want to leave it at 80 but still be locked in from my mod.
I would prefer not to copy the unit if possible, because the protoss and zerg tech trees and units should all stay intact and I don't want to complicate it by making new units and putting them in the tech tree.
Ok, if you can't transfer actors and such from one mod to another, is there a way to at least compare two entries side by side? It won't seem to let me run two instances of the editor at once, and I don't see a place to select two unit entries at once to see their data side by side.
I wanted to try using the Valkyrie from the Mass Recall Mod, but it has a ton of effects, a mover, actor, etc. Is there a convenient way to get all of that stuff transferred over to my mod, or would I have to copy it by hand?
I was looking at models in the assets section, and some come packaged as model and texture files, which import easily into a map or mod. Others come packaged as a mod, but importing it just gives me a mod file sitting there like a lump. If I am making a mod, I need any graphics files that it uses to be contained, not dependent on another separate mod. Is there a way to quickly pull the actual model and texture files out of another mod, or should I just skip over those when assets come packaged that way?
So if I'm making a map with all the campaign dependencies, does that mean it will load every single unit and ability in all the campaigns every time my map starts? How can I limit the number of units the game has to load?
so if I want to make a mod with campaign units that I can add to any map, should I choose to create a new "dependent mod" or "extension mod" or can I just make an "arcade map" and somehow turn its unit data into a generally usable mod?
Edit:
After creating a new "extension mod", I don't seem to be able to try out the units, so I hope a mod can be created from a map, because it looks like I need to make a map in order to look at the units.
I booted up the editor a bit ago thinking of making a mod, but the editor only has a pittance of units. No elite units, not even a goliath. I just spent way too long skimming outdated tutorials. What do I do to make all the thousands of units that have appeared in starcraft actually show up for me to modify? Also, Is there a post-Legacy-of-the-void tutorial out there?
I was hoping to do it without triggers, because this is meant to be a mod that can be tacked onto any regular map to add units, and I don't want to worry about trigger compatibility. If there's no better solution, I'll add two extra free researches that you can instantly use whenever the main research finishes, but that's not very elegant.
Photoloss, I'm not seeing an "effect - final" field. You say there's a way for the upgrade to trigger a new instant upgrade?
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I'm just getting back into map editing like you, but I think I can answer the last question at least. The void campaign dependency already gives you almost all the abilities blizzard has ever used. There's thousands of data entries. Trying to organize those, plus gather the abilities other people have made, and make a map that lets you see them in action, would probably be on par with the work required to make a whole custom campaign.
If someone knows a better way to get abilities than copying the xml data from the abilities and effects entries of a map or mod that has what you want, I'd like to know too.
0
I used the "void campaign fixed" mod to make sure I wouldn't have any errors with the melee units, but I don't want to have complicated dependencies in the end.
Is there a way to make it so that all entries of my modified units are green in the editor, whether I've changed them or not? For example, I would like to capture the stalker exactly as it is, and have all its data read from my mod, regardless of what its stats are in previous versions; but I don't want to change those stats. So if the stalker has 80 HP, I want to leave it at 80 HP, but if I change dependencies, or a blizzard patch changes stalker HP, it should still read the value from my mod. If I were to change the above HP value to 81, that would lock in the 81, but I want to leave it at 80 but still be locked in from my mod.
I would prefer not to copy the unit if possible, because the protoss and zerg tech trees and units should all stay intact and I don't want to complicate it by making new units and putting them in the tech tree.
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I'm pretty impressed how you guys manage to answer noob questions while under attack by the spam bot.
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Yeah, about that "all" thing. Huge amounts of stuff I don't want.
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Ok, if you can't transfer actors and such from one mod to another, is there a way to at least compare two entries side by side? It won't seem to let me run two instances of the editor at once, and I don't see a place to select two unit entries at once to see their data side by side.
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I wanted to try using the Valkyrie from the Mass Recall Mod, but it has a ton of effects, a mover, actor, etc. Is there a convenient way to get all of that stuff transferred over to my mod, or would I have to copy it by hand?
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If I understand correctly, use it as a dependency in a map, export files from mod, import into actual place where it will be used. Thanks!
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I was looking at models in the assets section, and some come packaged as model and texture files, which import easily into a map or mod. Others come packaged as a mod, but importing it just gives me a mod file sitting there like a lump. If I am making a mod, I need any graphics files that it uses to be contained, not dependent on another separate mod. Is there a way to quickly pull the actual model and texture files out of another mod, or should I just skip over those when assets come packaged that way?
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ah good, thanks.
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So if I'm making a map with all the campaign dependencies, does that mean it will load every single unit and ability in all the campaigns every time my map starts? How can I limit the number of units the game has to load?
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yeah just making sure I can make a mod file out of that and not have to redo all the unit data.
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so if I want to make a mod with campaign units that I can add to any map, should I choose to create a new "dependent mod" or "extension mod" or can I just make an "arcade map" and somehow turn its unit data into a generally usable mod?
Edit: After creating a new "extension mod", I don't seem to be able to try out the units, so I hope a mod can be created from a map, because it looks like I need to make a map in order to look at the units.
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I booted up the editor a bit ago thinking of making a mod, but the editor only has a pittance of units. No elite units, not even a goliath. I just spent way too long skimming outdated tutorials. What do I do to make all the thousands of units that have appeared in starcraft actually show up for me to modify? Also, Is there a post-Legacy-of-the-void tutorial out there?
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@Photoloss: Go
Wouldn't I need a trigger to place the buff on the structure in the first place?
I've decided to try making an autocast research ability that will just crank out the free researches whenever the main one completes. Hope it works.
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@Demtrod: Go
I was hoping to do it without triggers, because this is meant to be a mod that can be tacked onto any regular map to add units, and I don't want to worry about trigger compatibility. If there's no better solution, I'll add two extra free researches that you can instantly use whenever the main research finishes, but that's not very elegant.
Photoloss, I'm not seeing an "effect - final" field. You say there's a way for the upgrade to trigger a new instant upgrade?