So a buddy of mine want's to make a faction. He posted his idea here: http://us.battle.net/sc2/en/forum/topic/6489929423?page=1 (he's the first on the page) and I offered to make it for him on the map editor since I was bored and I had some experience on Warcraft 3 map editor. I started on the editor yesterday, so you can imagine how hard it is for me. So far I have been able to make the grunt. I figured some stuff on my own and I got help by making this thread: http://us.battle.net/sc2/en/forum/topic/6675787519 which is cool and all. What I need is someone to explain to me how to make the units my friend requested and how it works. Now, I won't ask you to give me very single detail about the project.
First thing I need help with is the SeigeBreaker he mentioned. I know how to increase the speed, change the names of the weapons, increase the range, give it an ability, and increase the damage, but I don't know how to create different modes for it. Seige mode and assault mode already exist obviously, but I would have to make a Anti-Infantry mode that still allows the tank to be mobile. Is it possible to give the tank another mode or should I go with my second idea? My second idea is to give the tank something like the goliath's multi-lock targeting system, then I'll give the assault mode a second ground weapon that uses the hellion's or the perdition turret's flamethrower. The range of the flamethrower will be less than the tank's gun and it will fire automatically when a unit gets too close like the Perdition turret. Which idea is better: adding a third mode or adding a second attack and the multi-lock targeting system to the assault mode?
The community project began and failed. Maybe start there since a race is a ton of work. The tanks convert between two different units via a Morph ability. The actor events cover the animation group changes. There are two flags weapons need eg diamond back weapon and the unit needs a turret and associated Turret actor to be mobile and able to fire. Rather make a new weapon than use an existing one. Also hellion weapon is quite complex in how it functions, unless you can grasp how it works you are more likely to mess up when editing it. I would go with the second option because adding a mobile firing mode would make the non stationary mode redundant.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well, okay. The race will be terrans, but I know what you mean. Would I have to add a turret (that shoots the fire) to the tank? In fact do I need a turret? I could make it so the flamethrower only points forward like on the hellion. The turret can't really go on the top of the tank since that's where the main cannon is. However, if there were two flamethrowers on the tank that can shoot forward and 90 degrees to the left and right or is that too complicated? What is a flag? Last thing, what is this about a "community project"? That's not a forum page is it?
Both modes of the tank would need at least a single turret. A smart approach would be to add an autoturret Model actor with it's own turret to act as the flamethrower. The Turret actors have a field for determinine which actor the turret is hosted on. Two seperate flamethrowers is no problem but getting one to only fire left while the other right is a challenge. Flags are the things you click under option of flag fields that do stuff, when they have a tick they are enabled.
When I duplicate a unit and all of it's components, I sometimes get duplicates of actors like I said in this forum: http://us.battle.net/sc2/en/forum/topic/6675787519?page=1#9 I also have a problem where the duplicated upgrades are given a two after their name which makes them level 4 upgrades instead of 1, 2, and 3. When I duplicate just the unit, the duplicated unit doesn't have an actor model, it's missing a lot of the models, the requirement nodes (but they still have the requirements), a majority of the sounds, and all of the upgrades. Why is this happening? What should I be duplicating when I duplicate an object or a unit? How would I add in the missing components into the new unit including that turret you suggested? Some of these things would be added in automatically when I add in other things, I suppose, but I don't know which ones. When I click on the unit in the left hand corner of the data editor and it shows all the the fields, a lot of the fields (like the actors) are seemly not present in there. When I duplicated just the marine I compared and contrasted how it differed with the original by using the fields, but all I could find was that the duplicated unit had fields with values of "marine" while the original had those values as "id". On top of that, many of the values in the original marine were blue while the values in the duplicated marine were black. Does that matter?
I know I'm asking a lot here and I'm obviously a huge newb, but that's why I came here. If you can help me as much as possible I will be very grateful.
1) When duping make sure you only select what you need to be duped. This in turn requires you to understand how what you dupe functions fully.
2) Just double click the thing you just duped and rename it before hitting the recommended id button just below. This only happens if you have a number at the end of the name.
3) This happens if the duped actor is still refering to the original unit under the events. Just open the events of the Unit type actor for the unit and change the top 5 events to refer to your new unit.
4) No clue, I find duping causes more problems than it solves. Rather make from scratch.
5) You know what your unit needs. Think of how everything interacts as LEGO blocks that fit together. Read the tutorials by ProzaicMuze on attachments, that covers adding a turret to a Model actor attached to the unit. Just rightclick under the correct data type and click the add option. Then just select what type you need in the Blah Type menu. follow the wiki for what fields you would need to edit.
6) In the upper part of the screen in a green +, that allows you to open tabs for different data types.
7) Those that are ID are blank and therefore default to the current unit/effect tree. They are mostly used for markers or linking cooldowns or unit alias caps. Ingame values are blue while anything you added are dark green. Those of custom mods appear orange.
I could give you a slow step by step guide for making a marine like unit although the wiki already covers all the basics of the data types needed.
sigh* Since I'm new to the wiki, can you give me one more solid and give me a link to the part of the wiki where there a guide to making your own marine like units or is it not that simple?
So a buddy of mine want's to make a faction. He posted his idea here: http://us.battle.net/sc2/en/forum/topic/6489929423?page=1 (he's the first on the page) and I offered to make it for him on the map editor since I was bored and I had some experience on Warcraft 3 map editor. I started on the editor yesterday, so you can imagine how hard it is for me. So far I have been able to make the grunt. I figured some stuff on my own and I got help by making this thread: http://us.battle.net/sc2/en/forum/topic/6675787519 which is cool and all. What I need is someone to explain to me how to make the units my friend requested and how it works. Now, I won't ask you to give me very single detail about the project.
First thing I need help with is the SeigeBreaker he mentioned. I know how to increase the speed, change the names of the weapons, increase the range, give it an ability, and increase the damage, but I don't know how to create different modes for it. Seige mode and assault mode already exist obviously, but I would have to make a Anti-Infantry mode that still allows the tank to be mobile. Is it possible to give the tank another mode or should I go with my second idea? My second idea is to give the tank something like the goliath's multi-lock targeting system, then I'll give the assault mode a second ground weapon that uses the hellion's or the perdition turret's flamethrower. The range of the flamethrower will be less than the tank's gun and it will fire automatically when a unit gets too close like the Perdition turret. Which idea is better: adding a third mode or adding a second attack and the multi-lock targeting system to the assault mode?
The community project began and failed. Maybe start there since a race is a ton of work. The tanks convert between two different units via a Morph ability. The actor events cover the animation group changes. There are two flags weapons need eg diamond back weapon and the unit needs a turret and associated Turret actor to be mobile and able to fire. Rather make a new weapon than use an existing one. Also hellion weapon is quite complex in how it functions, unless you can grasp how it works you are more likely to mess up when editing it. I would go with the second option because adding a mobile firing mode would make the non stationary mode redundant.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Well, okay. The race will be terrans, but I know what you mean. Would I have to add a turret (that shoots the fire) to the tank? In fact do I need a turret? I could make it so the flamethrower only points forward like on the hellion. The turret can't really go on the top of the tank since that's where the main cannon is. However, if there were two flamethrowers on the tank that can shoot forward and 90 degrees to the left and right or is that too complicated? What is a flag? Last thing, what is this about a "community project"? That's not a forum page is it?
Both modes of the tank would need at least a single turret. A smart approach would be to add an autoturret Model actor with it's own turret to act as the flamethrower. The Turret actors have a field for determinine which actor the turret is hosted on. Two seperate flamethrowers is no problem but getting one to only fire left while the other right is a challenge. Flags are the things you click under option of flag fields that do stuff, when they have a tick they are enabled.
http://www.sc2mapster.com/forums/development/data/24473-community-project-2-data-thread/?page=14#p266
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
When I duplicate a unit and all of it's components, I sometimes get duplicates of actors like I said in this forum: http://us.battle.net/sc2/en/forum/topic/6675787519?page=1#9 I also have a problem where the duplicated upgrades are given a two after their name which makes them level 4 upgrades instead of 1, 2, and 3. When I duplicate just the unit, the duplicated unit doesn't have an actor model, it's missing a lot of the models, the requirement nodes (but they still have the requirements), a majority of the sounds, and all of the upgrades. Why is this happening? What should I be duplicating when I duplicate an object or a unit? How would I add in the missing components into the new unit including that turret you suggested? Some of these things would be added in automatically when I add in other things, I suppose, but I don't know which ones. When I click on the unit in the left hand corner of the data editor and it shows all the the fields, a lot of the fields (like the actors) are seemly not present in there. When I duplicated just the marine I compared and contrasted how it differed with the original by using the fields, but all I could find was that the duplicated unit had fields with values of "marine" while the original had those values as "
id
". On top of that, many of the values in the original marine were blue while the values in the duplicated marine were black. Does that matter?I know I'm asking a lot here and I'm obviously a huge newb, but that's why I came here. If you can help me as much as possible I will be very grateful.
Ok, I shall try and address the issues.
1) When duping make sure you only select what you need to be duped. This in turn requires you to understand how what you dupe functions fully.
2) Just double click the thing you just duped and rename it before hitting the recommended id button just below. This only happens if you have a number at the end of the name.
3) This happens if the duped actor is still refering to the original unit under the events. Just open the events of the Unit type actor for the unit and change the top 5 events to refer to your new unit.
4) No clue, I find duping causes more problems than it solves. Rather make from scratch.
5) You know what your unit needs. Think of how everything interacts as LEGO blocks that fit together. Read the tutorials by ProzaicMuze on attachments, that covers adding a turret to a Model actor attached to the unit. Just rightclick under the correct data type and click the add option. Then just select what type you need in the Blah Type menu. follow the wiki for what fields you would need to edit.
6) In the upper part of the screen in a green +, that allows you to open tabs for different data types.
7) Those that are ID are blank and therefore default to the current unit/effect tree. They are mostly used for markers or linking cooldowns or unit alias caps. Ingame values are blue while anything you added are dark green. Those of custom mods appear orange.
I could give you a slow step by step guide for making a marine like unit although the wiki already covers all the basics of the data types needed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I think in this case a daily PM one on one turorial would be a good start.
Still here are links to all the data elements you need for a simple marine like unit (Listed in order of importance).
http://www.sc2mapster.com/wiki/galaxy/data/units/
http://www.sc2mapster.com/wiki/galaxy/data/models/
http://www.sc2mapster.com/wiki/galaxy/data/actors/type/unit/
http://www.sc2mapster.com/wiki/galaxy/data/abilities/move/
http://www.sc2mapster.com/wiki/galaxy/data/abilities/attack/
http://www.sc2mapster.com/wiki/galaxy/data/weapons/
http://www.sc2mapster.com/wiki/galaxy/data/effects/damage/
http://www.sc2mapster.com/wiki/galaxy/data/actors/type/action/
Read what each field does and try to understand.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg