Got a question about general good practice regarding default IDs (units/actors/models...)
Do you modify melee units/actors/data or create new ones, leaving melee units intact? I have been just modifying units but I may want to go through and copy them to new units, keeping default IDs intact. This would be a bit of time though, so I'm wondering what people typically do and if you could enumerate the pros of creating your own.
Also, what is the difference between Action Definitions and Event Definitions?
i always duplicate default units, i never use them. hard to explain why but i already got bugs where things rolled back or didn't apply as i wanted, but maybe this has been fixed.
action definitions are in fact methods known of any programming language and the possibility to run them in their own thread makes them quite useful. also allowing other things like recursion (it's not tail call optimized but this doesnt matter in most cases).
event definitions are to my knowledge either bugged or not fully implemented, at least no1 got them to work yet. also this would only be useful if it could create events which are not available otherwise.
I make new units from scratch because duping is known to mess up with some actors. Also by making from scratch you avoid unwanted links to some obscure actors that take forever to find. ID wise those are just used to refer to the unit so you can put anything you want in as long as you remember it and update anything referring to that unit.
Events are what trigger in response to something and they perform the action which does something.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Got a question about general good practice regarding default IDs (units/actors/models...)
Do you modify melee units/actors/data or create new ones, leaving melee units intact? I have been just modifying units but I may want to go through and copy them to new units, keeping default IDs intact. This would be a bit of time though, so I'm wondering what people typically do and if you could enumerate the pros of creating your own.
Also, what is the difference between Action Definitions and Event Definitions?
i always duplicate default units, i never use them. hard to explain why but i already got bugs where things rolled back or didn't apply as i wanted, but maybe this has been fixed. action definitions are in fact methods known of any programming language and the possibility to run them in their own thread makes them quite useful. also allowing other things like recursion (it's not tail call optimized but this doesnt matter in most cases). event definitions are to my knowledge either bugged or not fully implemented, at least no1 got them to work yet. also this would only be useful if it could create events which are not available otherwise.
I make new units from scratch because duping is known to mess up with some actors. Also by making from scratch you avoid unwanted links to some obscure actors that take forever to find. ID wise those are just used to refer to the unit so you can put anything you want in as long as you remember it and update anything referring to that unit.
Events are what trigger in response to something and they perform the action which does something.
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