def 100% possible, adding commands(attack/spells/training/building) is def something ill be adding to the editor, hopefully before the week is over if things go well
well we are a small group of people working on it, but we have a bunch of knowledge, and have completed quite a bit. If you are interested in doing a precompiler for more advanced error checking, id def ask you consider adding it to our MilkyWay Editor, as it would help out alot :) w are just beggining to get our documentation and other things setup on this site, so please spread it to whomever you can, and welcome to sc2mapster :)
ok since so many people have been having issues understanding the mpq problems, i thought id explain how the game loads some of its data. First off the game will load the base Mod Mpqs. so it will load
Mods\Core.SC2Mod -> Mods\Liberty.SC2Mod -> Mods\LibertyMulti.SC2Mod -> Versions\Base{Highest Number} -> map mpq
The only problems with this is that with out current loader approach, the game does not override certain elements right with the gamedata in the map mpq. Currently, things without ids, such as CardLayouts, and StartingUnitArrays do not get properly overwritten by changes, and are instead duplicated. You can test this by taking a map, and adding the RaceData.xml to the Base.sc2data folder. when you get in game, there will be duplicates of all the starting units, because the game reads the map's racedata.xml's startingunitarray as seperate from the one inside the other mpqs, and duplicates it. Currently the way around this is to create a new folder in the Versions folder with a number less than the lowest patch. Copy everything from the highest patch into it, and then put a patch.sc2archive that has blank gamedata files for the ones you need to edit. then in the command for launching the launcher, specify the version number you used for the folder.
so I'm going to use this forum to post random modding/cool stuff i find in sc2! first up is that you can place files in their path in the sc2 directory and it will load them, have tested it successfully with model files, going to be trying it with .galaxy and .xml files today
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@Sixen: Go
def 100% possible, adding commands(attack/spells/training/building) is def something ill be adding to the editor, hopefully before the week is over if things go well
0
well we are a small group of people working on it, but we have a bunch of knowledge, and have completed quite a bit. If you are interested in doing a precompiler for more advanced error checking, id def ask you consider adding it to our MilkyWay Editor, as it would help out alot :) w are just beggining to get our documentation and other things setup on this site, so please spread it to whomever you can, and welcome to sc2mapster :)
0
ok since so many people have been having issues understanding the mpq problems, i thought id explain how the game loads some of its data. First off the game will load the base Mod Mpqs. so it will load
Mods\Core.SC2Mod -> Mods\Liberty.SC2Mod -> Mods\LibertyMulti.SC2Mod -> Versions\Base{Highest Number} -> map mpq
The only problems with this is that with out current loader approach, the game does not override certain elements right with the gamedata in the map mpq. Currently, things without ids, such as CardLayouts, and StartingUnitArrays do not get properly overwritten by changes, and are instead duplicated. You can test this by taking a map, and adding the RaceData.xml to the Base.sc2data folder. when you get in game, there will be duplicates of all the starting units, because the game reads the map's racedata.xml's startingunitarray as seperate from the one inside the other mpqs, and duplicates it. Currently the way around this is to create a new folder in the Versions folder with a number less than the lowest patch. Copy everything from the highest patch into it, and then put a patch.sc2archive that has blank gamedata files for the ones you need to edit. then in the command for launching the launcher, specify the version number you used for the folder.
0
so I'm going to use this forum to post random modding/cool stuff i find in sc2! first up is that you can place files in their path in the sc2 directory and it will load them, have tested it successfully with model files, going to be trying it with .galaxy and .xml files today