Hey guys, I have a quick question. My google-fu isn't turning anything up, so I thought I would ask here. Is there any general overview of how the map editor data works, such as what a unit is, versus an actor or a model?
Just a basic overview of how the inheritance works, and how it all links together would be a great help.
Hey guys, I have a quick question. My google-fu isn't turning anything up, so I thought I would ask here. Is there any general overview of how the map editor data works, such as what a unit is, versus an actor or a model?
Just a basic overview of how the inheritance works, and how it all links together would be a great help.
Well I'm pretty sure there's a wiki around here somewhere. To clarify though, a unit is a collection of actors, model(s) and other data files working together to make an entity in the game walk, talk and rawk. (c what I did thar?). A model is the part of the unit or structure you actually see. Actors & behaviors are more or less the drivers of your models. Throw in sounds, a couple of effects, and some stat tweaking and you have a unit.
units are all linked to actors, and each actor is linked to a model. The model is the 3-d 'picture' you see in the game. The actor controls the models animations. So the actor says "play the running animation when the unit moves" or "play the spell animation when the unit casts psi storm". You can also add behaviors to a unit, more on behaviors later..
Now, abilities are all linked to effects (at least I think all of them are, maybe a few are not though). Effects do tons of different things, but basically they make all the abilities and attacks function. Most abilities are linked up to several effects. Effects do things like apply damage from attacks, apply behaviors, apply several effects at once, create persistent effects like a psi storm, and more.
Behaviors are passive things that are either applied to units via effects or are permanently attached to the unit in the data editor. They can be things like hardened shield for the immortal, the Terran building's burn down effect, the protoss structures need for power, the mother ship's cloak field, and more. As you can see, these behaviors are more of 'background' abilities that the player does not have to trigger himself. Each unit can have multiple behaviors.
That is a basic overview of the different aspects of the data editor. Obviously there are tons and tons of things in the data editor, but those are the most important and commonly used ones. Hopefully that helps a bit.
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Hey guys, I have a quick question. My google-fu isn't turning anything up, so I thought I would ask here. Is there any general overview of how the map editor data works, such as what a unit is, versus an actor or a model?
Just a basic overview of how the inheritance works, and how it all links together would be a great help.
Well I'm pretty sure there's a wiki around here somewhere. To clarify though, a unit is a collection of actors, model(s) and other data files working together to make an entity in the game walk, talk and rawk. (c what I did thar?). A model is the part of the unit or structure you actually see. Actors & behaviors are more or less the drivers of your models. Throw in sounds, a couple of effects, and some stat tweaking and you have a unit.
Where is the wiki? The official wiki gives me a 404 error.
And yeah, that helps.
Here i go.. (hope this sort of makes sense)
units are all linked to actors, and each actor is linked to a model. The model is the 3-d 'picture' you see in the game. The actor controls the models animations. So the actor says "play the running animation when the unit moves" or "play the spell animation when the unit casts psi storm". You can also add behaviors to a unit, more on behaviors later..
Now, abilities are all linked to effects (at least I think all of them are, maybe a few are not though). Effects do tons of different things, but basically they make all the abilities and attacks function. Most abilities are linked up to several effects. Effects do things like apply damage from attacks, apply behaviors, apply several effects at once, create persistent effects like a psi storm, and more.
Behaviors are passive things that are either applied to units via effects or are permanently attached to the unit in the data editor. They can be things like hardened shield for the immortal, the Terran building's burn down effect, the protoss structures need for power, the mother ship's cloak field, and more. As you can see, these behaviors are more of 'background' abilities that the player does not have to trigger himself. Each unit can have multiple behaviors.
That is a basic overview of the different aspects of the data editor. Obviously there are tons and tons of things in the data editor, but those are the most important and commonly used ones. Hopefully that helps a bit.
@zeldarules28: Go
Actually that is exactly what I was looking for!
I was confused as to the differences between actors and units, and what exactly behaviors did relative to abilities. Thank ye kindly sir.