It's a tad bit outdated, but the most important thing in that tutorial is that the editor, for no good reason, only handles unlimited upgrades until level 127, not 255 as expected. That screwed me over for a couple of days. Anyway, the data editor has different display modes. There's these brown buttons which switch between them, or you could go through View and check or uncheck things there. This'll give you the exact same layout as the guy has in the tutorial. While you're at it, make sure Show Advanced Values is checked under View - That one also screwed me over once for a couple of days but with a different problem. There's also one outright error in the tutorial, it says you should "Type: "Effect"
What Object will it affect? Well of course, The "Cybernetic Core - Research" ability.
What Slot will it affect? You know which one, the slot you chose!
What am I affecting?"
It's actually not Type: Effect but Type: Ability. Type: Effect doesn't show you what you need.
As far as buttons go you can just create a new button in the data editor, then go to your units command card and add it, and not bind it to anything, meaning you'll have a useless button. But it might be good practice to make your button actually show up in the first place. If you have any more questions just, well, ask. Oh, and the reason I linked you to the tutorials wasn't because of your current problem but rather that it's a really good place to look when you're thinking of doing different stuff.
This should be relevant. It's a data issue not a trigger issue. It's going to be a lot more work if you want the range circles on when not doing your cutscene.
From my limited experience with the dataeditor you'd call an action actor when the building dies, and in that you'd call well, I'm not sure, something which checks AoE around the building and then from there you'd apply damage from an effects actor. I hope this helps as noone else has responded yet :)
What I'd do is steal an upgrade, any upgrade, change the art, change the text, name, etc, of it to what you want. Add the upgrade to your guard post (Upgrades are part of an ability set which you can add to any building or unit, and you can then add any of these upgrades as command cards to the building or unit so the player can use them - if they meet requirements, like mineral cost, etc).
So say you copy Terran Infantry Weapons Level 1 upgrade, change it to whatever you like, remove the upgrade effect (So it doesn't actually upgrade terran weapons, because we'll be using it to turn on medic spawning or whatever else you'd like to be upgradeable). Then there's an event which goes something like "Upgrade finishes" and from there you can turn on the spawn for the player.
Here's a relevant tutorial for understanding how upgrades work and how you cange them;
http://forums.sc2mapster.com/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/
Obviously you'll only do parts of this since you only need a button, a mineral cost and an event that your trigger can fire on. I'm not sure how to remove the upgrade once it's done from the command card, but you should probably find that on level 3 upgrades from the standard game, as they go away when finished.
I still believe that's just raw data, rather than something the mapmaker chose to display. But ya, that's just what I think, it'd be neater if I'm wrong :)
Doesn't show up in my editor though. I did run across it earlier as I said.
This is very strange. It's not showing up for shields or other units either. I'm gonna load up another map and check.
Edit: Nope. Running the repair tool right now, if that doesn't fix it I have no idea what's up.
Ooookay, so apparently somehow I turned off "Show advanced values" under View. Shortcut Ctrl - E. Press that and the relevant field, and many other quite useful ones, will appear. Thanks for the help guys.
relating to life/hp. Nowhere does it say how much downtime it needs out of combat before it starts regenerating, nor that it doesn't regenerate in combat (it does as it is). So either my editor is bugged or your answer's incorrect, unforunately. Thanks though
I must be retarded or something because I'm sure I saw this option when I didn't need it and thought "Neat, might use that later".
Guess what, later has arrived. However I can't find where to set the delay healing value. In short I have a bunker which I want to heal/regen a lot when out of combat but when under pressure heal nothing.
So I've created my own upgrade from scratch, a new button, and now I'm creating the ability I'll be using (for this and other upgrades). Basing it off of Default Ability (CAbilResearch). The problem I have right now is that my upgrade isn't showing up in the Info - Upgrade area of my research ability. Any easy pitfalls I might have fallen in to or simple overlooks that cause this? All the regular upgrades are showing up as usual.
0
It's a tad bit outdated, but the most important thing in that tutorial is that the editor, for no good reason, only handles unlimited upgrades until level 127, not 255 as expected. That screwed me over for a couple of days. Anyway, the data editor has different display modes. There's these brown buttons which switch between them, or you could go through View and check or uncheck things there. This'll give you the exact same layout as the guy has in the tutorial. While you're at it, make sure Show Advanced Values is checked under View - That one also screwed me over once for a couple of days but with a different problem. There's also one outright error in the tutorial, it says you should "Type: "Effect"
What Object will it affect? Well of course, The "Cybernetic Core - Research" ability.
What Slot will it affect? You know which one, the slot you chose!
What am I affecting?"
It's actually not Type: Effect but Type: Ability. Type: Effect doesn't show you what you need.
As far as buttons go you can just create a new button in the data editor, then go to your units command card and add it, and not bind it to anything, meaning you'll have a useless button. But it might be good practice to make your button actually show up in the first place. If you have any more questions just, well, ask. Oh, and the reason I linked you to the tutorials wasn't because of your current problem but rather that it's a really good place to look when you're thinking of doing different stuff.
0
http://forums.sc2mapster.com/development/data/11854-overseer-detection-range/#p4
This should be relevant. It's a data issue not a trigger issue. It's going to be a lot more work if you want the range circles on when not doing your cutscene.
0
From my limited experience with the dataeditor you'd call an action actor when the building dies, and in that you'd call well, I'm not sure, something which checks AoE around the building and then from there you'd apply damage from an effects actor. I hope this helps as noone else has responded yet :)
0
What I'd do is steal an upgrade, any upgrade, change the art, change the text, name, etc, of it to what you want. Add the upgrade to your guard post (Upgrades are part of an ability set which you can add to any building or unit, and you can then add any of these upgrades as command cards to the building or unit so the player can use them - if they meet requirements, like mineral cost, etc).
So say you copy Terran Infantry Weapons Level 1 upgrade, change it to whatever you like, remove the upgrade effect (So it doesn't actually upgrade terran weapons, because we'll be using it to turn on medic spawning or whatever else you'd like to be upgradeable). Then there's an event which goes something like "Upgrade finishes" and from there you can turn on the spawn for the player.
Here's a relevant tutorial for understanding how upgrades work and how you cange them; http://forums.sc2mapster.com/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/ Obviously you'll only do parts of this since you only need a button, a mineral cost and an event that your trigger can fire on. I'm not sure how to remove the upgrade once it's done from the command card, but you should probably find that on level 3 upgrades from the standard game, as they go away when finished.
Other good tutorials can be found in this list http://wiki.sc2mapster.com/galaxy/tutorials/ or in this subforum http://forums.sc2mapster.com/resources/tutorials/
0
I still believe that's just raw data, rather than something the mapmaker chose to display. But ya, that's just what I think, it'd be neater if I'm wrong :)
0
Fairly sure you can't, haven't seen any map with any info other than raw data numbers + Air and/or Ground for targets in that field/tooltip.
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Doesn't show up in my editor though. I did run across it earlier as I said.
This is very strange. It's not showing up for shields or other units either. I'm gonna load up another map and check.
Edit: Nope. Running the repair tool right now, if that doesn't fix it I have no idea what's up.
Ooookay, so apparently somehow I turned off "Show advanced values" under View. Shortcut Ctrl - E. Press that and the relevant field, and many other quite useful ones, will appear. Thanks for the help guys.
0
You're thinking of this;
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Yeah except I'm only finding;
Life Armor
Life Maximum
Life Regeneration Rate
Life Starting Amount
relating to life/hp. Nowhere does it say how much downtime it needs out of combat before it starts regenerating, nor that it doesn't regenerate in combat (it does as it is). So either my editor is bugged or your answer's incorrect, unforunately. Thanks though
0
I must be retarded or something because I'm sure I saw this option when I didn't need it and thought "Neat, might use that later".
Guess what, later has arrived. However I can't find where to set the delay healing value. In short I have a bunker which I want to heal/regen a lot when out of combat but when under pressure heal nothing.
0
I haven't prodded around with this myself but the data editor has a Data Type: Cursor tab. Possibly something you could do there.
0
Nm..
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Seriously, noone knows how to change the art for level 0 armor?
While I'm at it, where in the world is the value for how much bonus range the bunker gives? Looked all over the bunker and related data.
0
"Solved" by copying an ability instead of creating a new one, but not actually solved.
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So I've created my own upgrade from scratch, a new button, and now I'm creating the ability I'll be using (for this and other upgrades). Basing it off of Default Ability (CAbilResearch). The problem I have right now is that my upgrade isn't showing up in the Info - Upgrade area of my research ability. Any easy pitfalls I might have fallen in to or simple overlooks that cause this? All the regular upgrades are showing up as usual.