StarCraft, Warcraft 3, StarCraft II Trigger Comparison
The Trigger Editor has greatly improved over the games. At first, in Starcraft, it was just a small box with rudimentary tools. In Warcraft 3 the interface improved a lot and it capabilities too. Starcraft 2 did not make any major changes to the design but added a lot of improvements like libraries.
Keyboard Handling
It is possible to intercept any keyboard input (up and down) and mouse click. This gives the ability to make First Person Shooter style maps and more funky ones like this:
Bank - Open bank <name> for <player> - Opens a bank with the name specified by the name parameter, for the chosen player.
Bank - Preload and synchronize bank <name> for <player> - Preloads and synchronizes bank data for all players when the game loads.
Bank - Restore <Key> of section <Section> from bank <bank> for <player> at <position> facing <degrees> - Restores a unit contained in the chosen bank at the specified key of the specified section. The unit will be created for the specified player, at the specified position, facing a specific angle.
Bank - Save bank <bank> - Saves the specified bank file, allowing you to access stored values later.
Bank - Store boolean <Value> as <Key> of section <Section> in bank <bank> - Stores a boolean value to the specified bank. The section and key parameters determine where the value is stored in the bank file, and must be used to load the value later.
As for storing values, there exists other types we can store, such as real, integer, string, text, point and unit. The syntax for these are the same as for store Boolean.
Map transitions
We can move between maps and retain the hitpoints, levels etc using the banks.
Note: The above video is an entire tutorial, for the part in the video where the shop is shown,
Custom units
Now, last but not least with the data editor. Many of you have probably seen the Überlisk. Well, we had a contest not long ago and had many awesome entries, and here is the winning entry, 28b-x.
With clever use of doodads we can create amazing scenery such as this.
Roads
Roads, everybody use them. Now they can easily be placed on your maps aswell. The video below will show you a finished racing map with roads, terrains, doodads triggers and a really nice result!
StarCraft, Warcraft 3, StarCraft II Trigger Comparison
The Trigger Editor has greatly improved over the games. At first, in Starcraft, it was just a small box with rudimentary tools. In Warcraft 3 the interface improved a lot and it capabilities too. Starcraft 2 did not make any major changes to the design but added a lot of improvements like libraries.
Keyboard Handling
It is possible to intercept any keyboard input (up and down) and mouse click. This gives the ability to make First Person Shooter style maps and more funky ones like this:
The Death Baneling by Upcios
Dialogs
Here we see a great example of dialog usage which differs from a normal custom map.
Debates by RodrigoAlves
Mouse look
Also, we can now freely move the camera with the mouse and use the editor to make our own FPS.
Waterwork by malu05
Bank
You can save data across game using banks
As for storing values, there exists other types we can store, such as real, integer, string, text, point and unit. The syntax for these are the same as for store Boolean.
Map transitions
We can move between maps and retain the hitpoints, levels etc using the banks.
Stargate Galaxies by PatchOne
Sprite animations
Using text tags we are able to have animated sprites ingame.
2D/3D Sprite RPG by rrowland
The Data Editor is the tool that differs most compared to the previous editors released by Blizzard, and it truly is powerful.
Actors
An example of a spell created using only the data editor.
Hellzone Grenade by slypoos
Terrain deformation
Here is a great example of what you can do with just the data editor, manipulating the terrain on the fly during the game.
How to do Live/OTF Terrain Deformation + Demo by xhatix
Heroes, skills and levels
Just like in WarCraft III we can create heroes, implement levels, experience and learnable skills. This all through the data editor.
Contra by yuggren
Inventories, Powerups & Custom weapons
Powerups, items and inventories are other useful stuff you can make with just the data editor.
Inventory & Powerups example by HPX
Shops
We can also make shops, much like the ones in WarCraft III.
WC3 Shop Emulation by Bifuu
Note: The above video is an entire tutorial, for the part in the video where the shop is shown,
Custom units
Now, last but not least with the data editor. Many of you have probably seen the Überlisk. Well, we had a contest not long ago and had many awesome entries, and here is the winning entry, 28b-x.
28b-x custom unit by Phaos
For the rest of the entries, check the creature contest.
Now, what would a map editor be without the terrain editor? Here we will take a look at the things that can be done using it.
Terrain
Here is a great example of what some terrain editing together with doodads might look like when it's done.
Liberty's Crusade by Thunderzak
Control Lightning
The ability to control lightning is a really cool feature, just take a look at the results and you will see for yourself!
Terrain Cinematic by monoframe
Cinematic
This is a sample of the cinematics you will be able to create using the editor.
StarCraft 2: Invasion of Char by Eiviyn
Doodads
With clever use of doodads we can create amazing scenery such as this.
Roads
Roads, everybody use them. Now they can easily be placed on your maps aswell. The video below will show you a finished racing map with roads, terrains, doodads triggers and a really nice result!