A combination of mobs and libraries might be the best way. Mods can have a 1 to many relationship with maps so updating the mod can update all the maps. Mods do support triggers. You could organize your triggers into a library which you include as part of the mod.
1. You create a mod map with normal dependencies (like HOTs)
2. You add all of your datas to that mod.
3. You add your finished and cleaned library (or libraries) to that mod (I suggest you to remove your map init event triggers, it helps to keep control on your triggers)
4. You save the mod inside the Starcraft 2 mod folder (normally in your program files/starcraft2/mod and blablabla...)
5. You create an infinity number of maps with your mod as a dependency (don't forget to create the map init trigger).
Assume I am making a MOBA, I can put all data (hero stuff) and all triggers (waves, hero select dialogs, etc) into a Mod and put this onto a new map.
Of course I'd have to re-place points and regions, then go through the triggers and re-reference them. No big deal.
If I want to make balance updates (weapon damage, or a timer's rate of expiration) - I'd make the updates in the mod.
Would these automatically update in any maps with the mod as a dependency? Or would I have to reload the mod or whatnot? I'm assuming I'd have to republish any maps, just wondering if the editor sees "oh hey that mod changed, let me update this map here"
And if I apply a mod to my original map (the one with the stuff I am turning into the mod), will it overwrite everything with the mod's info?
You should really create a new map, but if you cannot you can delete your map datas after the mod. I discover mods too late and I lost about 15 hours to set a new map.
I think that the mod is downloaded with the game in the lobby, so once you start the game, you will have a much faster loading time and less crashe ingame. It is sure that you will have to set a few regions and points, but your library will act as a built-in one. You have to work on it whatever you are doing.
I know it's frustating to restart, but it seriously worth the effort.
I'm working on a game I'd like to be able to play on several maps (maybe 1 is a jungle arena, the next is on a spaceship...)
The maps would need to share Data, Triggers and Regions/Points though regionds and points aren't too important.
What would be the best way to update multiple maps with the same data and triggers, rather than manually editing each map.
Can you import data and trigger libraries without overwriting map-specific trigger/data (wouldnt share ID's with the importing assets)?
And what is the best means to do this?
A combination of mobs and libraries might be the best way. Mods can have a 1 to many relationship with maps so updating the mod can update all the maps. Mods do support triggers. You could organize your triggers into a library which you include as part of the mod.
1. You create a mod map with normal dependencies (like HOTs)
2. You add all of your datas to that mod.
3. You add your finished and cleaned library (or libraries) to that mod (I suggest you to remove your map init event triggers, it helps to keep control on your triggers)
4. You save the mod inside the Starcraft 2 mod folder (normally in your program files/starcraft2/mod and blablabla...)
5. You create an infinity number of maps with your mod as a dependency (don't forget to create the map init trigger).
That's it, that's all!
You can even make multiple mods that share the same source mod! Modception.
Seriously mods are great. They don't get talked about often, but they're probably the most powerful addition to the sc2 editor over the wc3 one.
@TyaArcade: Go
Thanks a lot for the help folks. Just to clarify.
Assume I am making a MOBA, I can put all data (hero stuff) and all triggers (waves, hero select dialogs, etc) into a Mod and put this onto a new map.
Of course I'd have to re-place points and regions, then go through the triggers and re-reference them. No big deal.
If I want to make balance updates (weapon damage, or a timer's rate of expiration) - I'd make the updates in the mod.
Would these automatically update in any maps with the mod as a dependency? Or would I have to reload the mod or whatnot? I'm assuming I'd have to republish any maps, just wondering if the editor sees "oh hey that mod changed, let me update this map here"
And if I apply a mod to my original map (the one with the stuff I am turning into the mod), will it overwrite everything with the mod's info?
You should really create a new map, but if you cannot you can delete your map datas after the mod. I discover mods too late and I lost about 15 hours to set a new map.
I think that the mod is downloaded with the game in the lobby, so once you start the game, you will have a much faster loading time and less crashe ingame. It is sure that you will have to set a few regions and points, but your library will act as a built-in one. You have to work on it whatever you are doing.
I know it's frustating to restart, but it seriously worth the effort.
@Stompppp: Go
There's an option when selecting dependencies that is called "use last version".
If a map published in battle.net has the dependency with that option enabled, Battle.net will update the mod before the players open the map again.
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