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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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.