So I have this idea for quite a long time, I'm not sure if I'm up to it or even if it would be realizable. But I think it would be awesome. So I have a few questions, I hope someone takes the time to answer a few of them. I want to transform the single player missions into coop for two players, each with a hero (for example one plays Raynor, one plays Tychus), and on top of that apply my melee mod to them.
1) How would I apply this mod of mine to Blizzard's campaign maps? Would this screw up a lot? AI? I am ok with the CPU player having the standard units, while the human players having my mod units. Would that work?
2) I know that you can download maps & mods and then play them offline, make the savedata (hero experience) transfer from level to level (although I don't know how to do it yet). But coop I would have to publish to what was formerly known as battlenet. Correct? Would this still work?
3) If I modify the melee mod later on, would the changes be applied to the maps? I heard something about a master mod file, but I dunno how that works... (Edit: I planned to make the heroes in the mod file, so they're globally the same.)
xD I think I need help with this, if I'm ever gonna to realize it....
1. You would have to save them under a different name. However they would take considerable modification since the setting of the next map action is not supported by arcade/multiplayer (at least as far as public awareness goes. You would need to modify the attack waves to include the other players. If you adjust the triggers giving the starting units there should be no problem using modded units.
2. They use banks to store the hero data, army upgrades and campaign tech upgrades. If your maps all use the same banking system thenyes it is possible to transfer the data between maps. Some pvp arena maps already do this.
3. If the maps do not have some overriding mod then yes it would apply if you update the published mod.
This is correct although if you have more specific data or trigger related questions you can always post them on the dedicated forums.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Good old fashioned Raynor commando. I want the players to level ingame, just like in WC3.
My plan ist to add Raynor and Tychus for the Terran campaign, each player controlling one of them. They can also have little conversations to add to, or rather fix the story.
Another question: do the Actors/Models have animations to put their weapons away, like the Ghost? There are multiple Raynor Marines, one with a sniper, one with a machine gun. I'm thinking, I might give them an ability to change between the weapons. If that's not too difficult...
Hi.
So I have this idea for quite a long time, I'm not sure if I'm up to it or even if it would be realizable. But I think it would be awesome. So I have a few questions, I hope someone takes the time to answer a few of them. I want to transform the single player missions into coop for two players, each with a hero (for example one plays Raynor, one plays Tychus), and on top of that apply my melee mod to them.
1) How would I apply this mod of mine to Blizzard's campaign maps? Would this screw up a lot? AI? I am ok with the CPU player having the standard units, while the human players having my mod units. Would that work?
2) I know that you can download maps & mods and then play them offline, make the savedata (hero experience) transfer from level to level (although I don't know how to do it yet). But coop I would have to publish to what was formerly known as battlenet. Correct? Would this still work?
3) If I modify the melee mod later on, would the changes be applied to the maps? I heard something about a master mod file, but I dunno how that works... (Edit: I planned to make the heroes in the mod file, so they're globally the same.)
xD I think I need help with this, if I'm ever gonna to realize it....
PS: Is this the right section to post this?
1. You would have to save them under a different name. However they would take considerable modification since the setting of the next map action is not supported by arcade/multiplayer (at least as far as public awareness goes. You would need to modify the attack waves to include the other players. If you adjust the triggers giving the starting units there should be no problem using modded units.
2. They use banks to store the hero data, army upgrades and campaign tech upgrades. If your maps all use the same banking system thenyes it is possible to transfer the data between maps. Some pvp arena maps already do this.
3. If the maps do not have some overriding mod then yes it would apply if you update the published mod.
This is correct although if you have more specific data or trigger related questions you can always post them on the dedicated forums.
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
Thanks for the responses. Hm. I guess, I'll just try with the first map then. But I need to add the heroes first anyway.
By hero are you talking raynor commando or full out Kerrigan with extra calldowns?
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
Good old fashioned Raynor commando. I want the players to level ingame, just like in WC3.
My plan ist to add Raynor and Tychus for the Terran campaign, each player controlling one of them. They can also have little conversations to add to, or rather fix the story.
Another question: do the Actors/Models have animations to put their weapons away, like the Ghost? There are multiple Raynor Marines, one with a sniper, one with a machine gun. I'm thinking, I might give them an ability to change between the weapons. If that's not too difficult...
So Veterancy behaviours on the heroes and a Revive ability on the altar.
I am more of a Swann/Stetmann fan.
Open the model in the cutscenes editor and look. I do not know if they have any animations for being unarmed.
Weapon swaps are easy using Buff behaviours to add the different weapons (main unit has none) and the Model Swap event actions on the Unit actor.
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