https://wiki.hiveworkshop.com/api.php?action=feedcontributions&user=MarkOfCain&feedformat=atomHIVE - User contributions [en]2024-03-29T06:09:31ZUser contributionsMediaWiki 1.35.8https://wiki.hiveworkshop.com/index.php?title=Leaderboards&diff=4162Leaderboards2012-12-26T04:01:37Z<p>MarkOfCain: </p>
<hr />
<div>'''Leaderboards''' are built-in dialog boxes visible to all players which display an [[arrays|array]] of data indexed by row and column position. Typically, these are used to display critical information about individual players.<br />
<br />
==Methods==<br />
'''Leaderboards''' can be created and manipulated with the pre-made [[trigger]] actions [[GalaxyEdit]] offers you, or you can just create your own customized one with the help of [[Dialogs]].<br />
<br />
The built-in trigger actions '''Add Player to Leaderboard''' and '''Set Leaderboard Player Column''' assign player names to the corresponding leaderboard slots. However, all slots or '''items''' (including column/row headings) on a leaderboard can be edited using a variety of '''Set Leaderboard Item...''' to change the text or appearence of each individual item. This along with the use of [[For Loops]] can generate an effective scoring display.<br />
<br />
==Reference==<br />
===Functions===<br />
:*'''Last Created Leaderboard''' - Returns the most recently created Leaderboard. Necessary for assigning a leaderboard [[variable]] for specific reference when creating multiple leaderboards.<br />
<br />
===Actions===<br />
:*'''Add Player To Leaderboard''' - Adds a new row to the leaderboard for the specified player.<br />
:*'''Create Leaderboard''' - Creates a new leaderboard with specified table demensions.<br />
:*'''Destroy Leaderboard''' - Removes a specified leaderboard.<br />
:*'''Enable/Disable Leaderboard State''' - Manipulates key leaderboard functions:<br />
::*'''Minimized''' - Whether the leaderboard is able to be minimized. To completely remove the minimize button, use '''Show/Hide Leaderboard Minimize Button'''.<br />
::*'''Show Header''' - Whether the header above the item table is shown.<br />
::*'''Show Title''' - Whether the title bar above the leaderboard is shown.<br />
::*'''Showing''' - Whether the leaderboard is visible at all.<br />
::*'''Sorted''' - Whether the leaderboard is sorted.<br />
:*'''Minimize Leaderboard''' - Minimizes the specified leaderboard.<br />
:*'''Move Leaderboard''' - Sets the position of the leaderboard's top right corner to the given coordinates.<br />
:*'''Remove Player From Leaderboard''' - Removes a player from a specified leaderboard that was previously assigned using '''Add Player To Leaderboard'''.<br />
:*'''Resest Leaderboard Postion''' - Moves the specified leaderboard to the default position.<br />
<br />
:*'''Set Leaderboard Item Text''' - Sets the value of a specified leaderboard entery. This must be a string. To assign a numerical value, use '''Conver ... to Text''' functions. If assigned a variable, the leaderboard will not update live so this action must be called again to update the leaderboard.<br />
<br />
:*'''Set Leaderboard Item Text Color''' - Sets the color of a given leaderboard entry to a specified color (actual color value). If referencing a player color (ie. for coloring names appropriately), the function '''Convert Player Color to Color'''.<br />
<br />
:*'''Show/Hide Leaderboard Minimize Button''' - Adds or removes a minimize button for the specified leaderboard.<br />
<br />
==See Also==<br />
*[[Dialogs#Leaderboards|Dialogs method]]<br />
*[[Simple Kill Tracking Leaderboard|Leaderboard-trigger method]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Reference]]<br />
[[Category:Triggers]]<br />
[[Category:Labels]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Triggers&diff=4161Triggers2012-12-25T02:31:32Z<p>MarkOfCain: </p>
<hr />
<div>Unlike the [[Data Editor]] which determines the general behavior of the game elements, the triggers dictate the events and actions that occur at specific points within a Starcraft II map. By setting an appropriate event, some acquirable conditions, and a few actions, you can easily make anything change or happen.<br />
<br />
<br />
== Trigger Module ==<br />
The first thing you need to know about the trigger editor, is how to open the window. There are a couple ways to do this.<br />
*Pushing '''F6''' will open the window for you.<br />
*Going to '''Modules > Triggers'''<br />
<br />
Now that the trigger window is open, you'll see quite a few areas.<br />
<br />
The picture on the right could be what your trigger window may look like, depending on how far into a project you are.<br />
<br />
[[File:Trigger.jpg|350px|thumb|Dark_Marine's (Riney) trigger window from Zombies: The Escape]]<br />
<br />
== Elements ==<br />
There are four main parts to a trigger:<br />
* '''[[Events]]:''' An event is what must happen before a trigger can run. You'll find plenty of these, such as "A unit enters an area", "A unit is attacked/Killed", "A Player pressed a Key", and plenty of other. What this means is that any time this event occurs, this trigger will run and perform what it was written to do.<br />
* '''[[Conditions]]:''' It wouldn't be sensible to have all types of one event always run a trigger, even if we don't want it to. For instance, we may want a trigger that only runs when a player has a unit in an area and that unit is killed. If we do either event, it wont check to see if the other one is met though. This is why conditions were made. They are simple comparative statements that must be true to let the trigger continue to run. In this case, we could say to run the trigger on the event that a unit is killed, and the condition that the unit is in the specified area.<br />
* '''[[Variables]]:''' Remember back to algebra class, when we would say that X is some variable for an unknown value? This is the same concept, except that we specify it's contents, which can range from numbers to units to triggers to... just about anything! In fact, there are about 70 different types of variables, all for some sort of data in StarCraft II. These can be defined to be global variables outside of the triggers, accesable by all triggers, or local variables within a trigger, meaning each one can only be used inside of whichever trigger it was created.<br />
* '''[[Actions]]:''' Actions are what are performed assuming both the event runs the trigger and the conditions are met to allow the trigger to continue. These can be anything from doing actions with units, with resources, with the camera, the game, the environment, you name it. Pretty much anything in the game you can think of can be changed with these actions.<br />
* '''Comments:''' Comments are inconsequential to the function of the map, and only serve as a reminder or description of the trigger.<br />
<br />
Triggers are run in the given order, Events -> Conditions -> Actions. An event must start the trigger, it's conditions must pass, and then the actions can take place.<br />
<br />
== Trigger Window Hotkeys ==<br />
*'''Ctrl + T''' creates a new trigger.<br />
*'''Ctrl + E''' creates a new event.<br />
*'''Ctrl + K''' creates a new condition.<br />
*'''Ctrl + R''' creates a new action.<br />
*'''Ctrl + B''' creates a new variable.<br />
*'''Ctrl + W''' creates a copy of the selected 'type' if on the '''left menu'''. For example, if you currently have a Variable selected, it'll create a new Var. It does the same for Folders, Triggers, etc. If in the '''right menu''', it'll either create a new Event, Condition, Variable or Action based on the field you have selected. This is a very useful hotkey, as you can see.<br />
<br />
==See Also==<br />
*[[Starter_Guide#Triggers_.28F6.29|Some useful links]]<br />
*[[Variables]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Triggers]]<br />
[[Category:Reference]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Conditions&diff=4160Conditions2012-12-25T02:30:34Z<p>MarkOfCain: Created page with "=== How to use Conditions to filter Events === Wondering how to do things more specific than simply "Any unit enters 'region'"? You'll have to use Conditions. For example, if..."</p>
<hr />
<div>=== How to use Conditions to filter Events ===<br />
Wondering how to do things more specific than simply "Any unit enters 'region'"? You'll have to use Conditions.<br />
<br />
For example, if you want to know when any Marine of the Player 2 enters the region named 'NO U', here's what you'll have to do:<br />
{{Trigger<br />
|events=Any unit enters 'NO U'<br />
|conditions=Triggering Unit Type == Marine<br />
<br />
Triggering Player == 2<br />
}}<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Triggers]]<br />
[[Category:Reference]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Actions&diff=4159Actions2012-12-25T02:29:20Z<p>MarkOfCain: Created page with "=== Using the Order action === The Order action and its various uses To effectively use the order action such as in SC1, simply double cl..."</p>
<hr />
<div>=== Using the Order action ===<br />
[[File:Order.png|350px|thumb|right|The Order action and its various uses]]<br />
<br />
To effectively use the order action such as in SC1, simply double click 'Order with no target'. A menu will appear that shows quite a few more options. By placing a point somewhere on the map, then selecting 'Order targeting point', you can order a unit to attack, patrol, or whatever you feel like making said unit do to that position. <br />
<br />
Remember pathing is an issue, and blocking a route will make the unit attempt to find an alternate route to the target point rather than attacking everything in its path.<br />
<br />
=== Triggers "switches" ===<br />
Wondering how to activate/deactivate a trigger just like we used to do with Switches/DCs in StarCraft I? It's fairly simple. Just be aware that "Run trigger 'x' (Check/Don't check condition, Wait/Don't wait until it finishes)" and "Turn 'x' trigger On/Off".<br />
<br />
If you feel very nostalgic, you can have any Event you want, and set the condition to something like "var i == 1". Like this, whenever you want the trigger to run, you set the var i to 1. Don't forget to reset i to 0 once the trigger has executed.<br />
<br />
=== References ===<br />
The Galaxy Editor lets you choose quick and useful references such as "Picked unit/integer/etc." (used along with "Pick each" action), "Current trigger", "Triggering unit/player" (in reference with the Event), etc.<br />
<br />
=== Arbitrary list of the most used trigger actions ===<br />
*'''Create Revealer''': Reveals a specified part of the map for specified Players.<br />
*'''Create Units With Default Facing''': Self-explanatory.<br />
*'''Issue Order''': Self-Explanatory. Can be used to create [[AI]]s.<br />
*'''Modify Variable''': Use this to do mathematical modifications on variables (things like "'''i+1=i'''")<br />
*'''Pan Camera''': Centers the screen view on a specified region/point.<br />
*'''[[Pick Each Integer]]''': You choose the 2 extremum integers. Use this along with "Picked integer".<br />
*'''Select Unit''': Self-explanatory. Very useful to enhance the gameplay and professionalism.<br />
*'''Set Alliance''': Self-explanatory.<br />
*'''Set [[Camera]] Bound''': Limits the Players from moving their camera outside of the boundaries you've selected.<br />
*'''[[Set Variable]]''': Self-explanatory.<br />
*'''Remove Unit''': Self-explanatory.<br />
*'''Run Trigger''': Lets you order the run of another trigger.<br />
*'''[[Text Message]]''': Displays a text message in the specified area (Chat, Debug, etc.) for a [[Player Group]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Triggers]]<br />
[[Category:Reference]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Variables&diff=4158Variables2012-12-25T02:25:25Z<p>MarkOfCain: </p>
<hr />
<div>Variables are used to store information into something that you will be able to call later on. This information can be pretty much anything (not just numbers!), from units to players, passing by regions, orders, sounds, and much '''much''' more. For a complete list of the Variable Types, please [[Variable_Types_(List)|click here]].<br />
<br />
When making a variable there are also many ways to create one, locally and globally. Both function the same way, but local variables can only be accessed by the trigger in which it was defined.<br />
<br />
To create a variable, right click the left area in the Trigger Window, go to New, then New Variable ('''CTRL + B'''). Now you need a type, a name, and sometimes a value or configure it to be an array. Types go from Units, to Player Groups (Forces), integers (number with no decimal) and reals (number with decimal), and most objects dealing with leaderboards and [[Dialog|dialogs]]. An integer is a great way to store information needed in triggers later on, and SC1 veterans who know Death Counters will understand them rather easily.<br />
<br />
Writing to a variable is as simple as making a new action, and choosing the option that first comes up, which is 'Set Variable'. When setting a variable, the editor will automatically populate the list with reasonable things to put into it.<br />
<br />
When reading a variable, conditions vary. Bringing a unit to a location can also be done by bringing a variable to a location, if the unit is inside the Unit variable. Even math can be done, in the math section of the conditions list, to variables containing numbers and can allow you to do more things in only one trigger.<br />
<br />
<br />
==Local==<br />
A '''Local variable''' is a variable that you will only be able to use within the trigger that contains it.<br />
<br />
==Global==<br />
A '''Global variable''' is used to transcend the boundaries of the triggers, thus allowing you to use it anywhere. They are created on the left-tree, where triggers and folders are listed.<br />
<br />
==Arrays==<br />
'''Arrays''' are extremely useful and time-saving when you learn to use them properly. They are used to store different informations into the same variable.<br />
<br />
What is the difference between having 10 different variables and 1 variable with 10 arrays? Well, with the arrays, you can use an Integer to call data, which will save you a lot of time.<br />
<br />
==Constants==<br />
A '''Constant''' "type" variable is one that you will not be able to change. You set its initial value, and it'll always stay as it is.<br />
<br />
==See Also==<br />
*[[FAQs]]<br />
*[[Triggers]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Reference]]<br />
[[Category:Triggers]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Creating_a_Sample_Trigger&diff=4157Creating a Sample Trigger2012-12-25T02:13:23Z<p>MarkOfCain: </p>
<hr />
<div>By right clicking the area on the left, some options will appear, such as making a new trigger or variable. These are the two basic things you need to know about when it comes to triggers.<br />
<br />
Start by making a new trigger by right clicking, going to New, and then New Trigger. You could also push '''CTRL + T''' to achieve the same thing. To name your trigger, right click the new trigger in the area on the left, then viewing its properties (Element Properties, or '''CTRL + Enter''' is the hotkey).<br />
<br />
Now that the trigger has been made, you'll need an event to trigger this trigger. Try a simple event first, such as a key stroke. Right click the top right area of the window, then go to New, and then New Event (or '''CTRL + E'''). Double click on Key Pressed, and the event will appear under your events. In the bottom right area, both in the white space and grey area your event will appear. Choose your fields wisely, such as the key to trigger the trigger, and the player that can trigger the event. Use the allow function for any of the other keys to make unique hotkeys in game, such as ALT + G to make a grenade ability. For now we'll do something simple to just make a functioning trigger.<br />
<br />
Now we need an action. Conditions are optional, but most times needed to make a functioning trigger. For this we wont need one. Right click the top right area again, go to New, then New Action (or '''CTRL + R'''). Type 'Text Message' into the find box at the top, then double click on 'Text Message'. Now input data into the fields, such as All players for the player input section to make the trigger display the text message to all players. Next make it say something informative, such as "Key combination has been pressed.", and then choose an area where to display the text. If you wish to mimic SC1's text style, choose 'Debug'.<br />
<br />
When finished it should look something like this:<br />
<br />
[[File:Key Stroke.jpg]]<br />
<br />
<br />
Now enter StarCraft II and test your new trigger, and ensure it does only what you want it to do.<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Triggers]]<br />
[[Category:Tutorials]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Assigning_Unit_Textures&diff=4156Assigning Unit Textures2012-12-25T02:12:41Z<p>MarkOfCain: </p>
<hr />
<div>Textures files can be assigned to units by model default, or through actor events.<br />
<br />
==Model Default==<br />
All [[models]] have a default directory in which to call textured from in the mod/map [[Archive]]. These files all must be under the directory:<br />
*Assets\Textures\<br />
The file is then found by the model by the name, which typically follows the format 'name_type_index'. However, this nomenclature can be editted to find different files by edditing the Texture Declerations and Texture Information [[Model#Texture|fields]] for the given model.<br />
<br />
==Actor Events==<br />
The [[Actor#Event|actor event]] action 'Texture Select By ID' can be used to set a given actor's texture to the file associted with a [[Textures|Texture Object]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Creating_a_Sample_Trigger&diff=4155Creating a Sample Trigger2012-12-25T02:11:37Z<p>MarkOfCain: Created page with "By right clicking the area on the left, some options will appear, such as making a new trigger or variable. These are the two basic things you need to know about when it come..."</p>
<hr />
<div>By right clicking the area on the left, some options will appear, such as making a new trigger or variable. These are the two basic things you need to know about when it comes to triggers.<br />
<br />
Start by making a new trigger by right clicking, going to New, and then New Trigger. You could also push '''CTRL + T''' to achieve the same thing. To name your trigger, right click the new trigger in the area on the left, then viewing its properties (Element Properties, or '''CTRL + Enter''' is the hotkey).<br />
<br />
Now that the trigger has been made, you'll need an event to trigger this trigger. Try a simple event first, such as a key stroke. Right click the top right area of the window, then go to New, and then New Event (or '''CTRL + E'''). Double click on Key Pressed, and the event will appear under your events. In the bottom right area, both in the white space and grey area your event will appear. Choose your fields wisely, such as the key to trigger the trigger, and the player that can trigger the event. Use the allow function for any of the other keys to make unique hotkeys in game, such as ALT + G to make a grenade ability. For now we'll do something simple to just make a functioning trigger.<br />
<br />
Now we need an action. Conditions are optional, but most times needed to make a functioning trigger. For this we wont need one. Right click the top right area again, go to New, then New Action (or '''CTRL + R'''). Type 'Text Message' into the find box at the top, then double click on 'Text Message'. Now input data into the fields, such as All players for the player input section to make the trigger display the text message to all players. Next make it say something informative, such as "Key combination has been pressed.", and then choose an area where to display the text. If you wish to mimic SC1's text style, choose 'Debug'.<br />
<br />
When finished it should look something like this:<br />
<br />
[[File:Key Stroke.jpg]]<br />
<br />
<br />
Now enter StarCraft II and test your new trigger, and ensure it does only what you want it to do.<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Triggers]]<br />
[[Category:Tutorial]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Textures&diff=4154Textures2012-12-24T22:49:06Z<p>MarkOfCain: </p>
<hr />
<div>Textures are objects within the [[Data Editor]] which are associted with texture files within a map/mod [[Archive]].<br />
<br />
These objects serve as a reference within [[Actors#Events|actor events]] or the [[Trigger Module]]. These textures objects cannot typically be assigned to a model by default. The files must instead be saved under a specific directory in the [[Archive]]. See [[Assigning Unit Textures]].<br />
<br />
==Feilds==<br />
<br />
:File - The associated texture file selected from the mod/map [[archive]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]<br />
[[Category:Catalogs]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Assigning_Unit_Textures&diff=4153Assigning Unit Textures2012-12-24T22:45:09Z<p>MarkOfCain: </p>
<hr />
<div>Textures files can be assigned to units by model default, or through actor events.<br />
<br />
==Model Default==<br />
All [[models]] have a default directory in which to call textured from in the mod/map [[Archive]]. These files all must be under the directory:<br />
*Assets\Textures\<br />
The file is then found by the model by the name, which typically follows the format 'name_type_index'. However, this nomenclature can be editted to find different files by edditing the Texture Declerations and Texture Information [[Model#Texture|fields]] for the given model.<br />
<br />
==Actor Events==<br />
The [[Actor#Event|actor event]] action 'Texture Select By ID' can be used to set a given actor's texture to the file associted with a [[Textures|Texture Object]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorial]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Assigning_Unit_Textures&diff=4152Assigning Unit Textures2012-12-24T22:44:38Z<p>MarkOfCain: Created page with "=Assigning Textures to Units= Textures files can be assigned to units by model default, or through actor events. ==Model Default== All models have a default directory in ..."</p>
<hr />
<div>=Assigning Textures to Units=<br />
Textures files can be assigned to units by model default, or through actor events.<br />
<br />
==Model Default==<br />
All [[models]] have a default directory in which to call textured from in the mod/map [[Archive]]. These files all must be under the directory:<br />
*Assets\Textures\<br />
The file is then found by the model by the name, which typically follows the format 'name_type_index'. However, this nomenclature can be editted to find different files by edditing the Texture Declerations and Texture Information [[Model#Texture|fields]] for the given model.<br />
<br />
==Actor Events==<br />
The [[Actor#Event|actor event]] action 'Texture Select By ID' can be used to set a given actor's texture to the file associted with a [[Textures|Texture Object]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorial]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Textures&diff=4151Textures2012-12-24T22:06:10Z<p>MarkOfCain: </p>
<hr />
<div>Textures are objects within the [[Data Editor]] which are associted with texture files within a map/mod's [[Archive]].<br />
<br />
These objects serve as a reference within [[Actors#Events|actor events]] or the [[Trigger Module]]. These textures objects cannot typically be assigned to a model by default. The files must instead be saved under a specific directory in the [[Archive]]. See [[Assigning Unit Textures]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]<br />
[[Category:Catalogs]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Units&diff=4150Units2012-12-24T21:35:43Z<p>MarkOfCain: </p>
<hr />
<div>Units are the basic objects in which the user interacts with the game state. However, units themselves simply hold vital information at specific locations on the map. They cannot directly effect one another without defined [[Abilities]] or [[Behaviors]].<br />
<br />
Units are not displayed in game, but instead have linked [[Actors]] which create the video and audio effects.<br />
<br />
==Unit Properties==<br />
<br />
Name - The name displayed for the unit ingame<br />
<br />
ID - The unique string used for refferencing that unit<br />
<br />
Object Family - The location in the editors organizational trees<br />
<br />
Race - The race for which the unit is assigned<br />
<br />
Object Type:<br />
*Characters - Objects used for cinematics<br />
*Destructable - Typically neutral objects that can be attacked and destroyed, but cannot be commanded.<br />
*Hero - More important objects that are usually unique to each game.<br />
*Items - Game objects collected by other units or used as placeholders for inventories.<br />
*Projectile - Objects that are used within the execution of an effect, often simply for visual effect.<br />
*Props - Objects used for cinematics<br />
*Other<br />
*Resourse - Neutral objects, typically structures, that affects reasourse or other strategic assets.<br />
*Structure - Mostly stationary objects central to user interaction.<br />
*Unit - Mostly non-staionary objects central to user interaction.<br />
<br />
==Fields==<br />
<br />
===Ability===<br />
<br />
:Abilities - An ordered list of available abilities<br />
<br />
:Command Card - The layout and function of up to 4 command cards for the unit<br />
<br />
===AI===<br />
<br />
:AI Build Category - How the computer will incorporate the unit into its infrastructure<br />
::(Typically used for Structures Only)<br />
<br />
:AI Evaluation - The unit type the AI will recognize the unit as<br />
<br />
===Behaviour===<br />
<br />
:Add On Offset X - The x location of the unit relative to the unit it is added<br />
<br />
:Add On Offset Y - The y location of the unit relative to the unit it is added<br />
<br />
:Add On Units - The list of behaviours applied to the unit when added to a specific unit type<br />
<br />
:Behaviours - The list of behaviours the unit is created with<br />
<br />
:Built On - The unit type the unit must be placed on<br />
<br />
:Damage Dealt (Veterancy) - The experience gained per damage dealt<br />
<br />
:Damage Taken (Veterancy) - The experience gained per damage taken<br />
<br />
:Resource Drop Off - The resources that can be returned to this unit<br />
<br />
:Resource State - Whether resources held by this unit require an additional unit to be harvested<br />
<br />
:Recourse Type - The resources held by this unit<br />
<br />
:Response - The units response to being damaged<br />
::*Units with the response Acquire, but have no weapon, will flee<br />
<br />
===Stats===<br />
<br />
:Life Regeneration - Amount of health regenerated by a unit per game second<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]<br />
[[Category:Catalogs]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Data_Editor&diff=2874Data Editor2012-10-12T01:32:19Z<p>MarkOfCain: /* Tabs */</p>
<hr />
<div>=The Data Editor=<br />
<br />
The Data Editor is perhaps the most powerful tool housed within the Galaxy Editor software for Starcraft 2. Many people who have been amateur (or even professional) mapmakers from Warcraft 3 are often daunted by the seemingly endless complexities which the Data Editor throws up. <br />
<br />
Luckily, this Wiki contains many helpful tutorials and reference pages which will aid in your understanding of this tool.<br />
<br />
The Data Editor is the central point for which the basis of gameplay in controled. The basis in which game objects interact with one another and are displayed is manipulated through it. As such, the Data Module is the primary means for creating [[Mods]]<br />
<br />
==Catalogues==<br />
<br />
The Data Editor is organized into sever groups of catalogues based on the function of each object.<br />
<br />
Game Data:<br />
*[[Units]]<br />
<br />
Art and Sound Data:<br />
*[[Textures]]<br />
<br />
==Tutorials==<br />
<br />
*[[Create_a_unit|Creating a Unit from Scratch]] - a very in-depth look at how to create your first unit in the Data Editor (Incomplete).<br />
*[[Creating_an_Instant_Effect_Ability|Instant Effect Abilities]] - a two part tutorial looking at how to create a stimpack-like ability for an Archon, as well as an in-depth look at the theory behind why it works like it does.<br />
*[[Creating_a_Missile_Ability|Missile Abilities]] - a slightly advanced tutorial which creates a targetable missile spell.<br />
<br />
==Reference==<br />
<br />
*[[Behaviors]] - a complete reference for all types of Behavior objects.<br />
*[[Attribute_Behavior_Modification|Behavior - Modification +]] - an incomplete reference page which seeks to explain all the attributes and factors which a Behavior object can Modify.<br />
*'''[[Data_Editor_Theory|Data Editor Theory]]''' - an article undergoing completion which highlights some key aspects to be aware of when navigating and utilizing the Data Editor.<br />
*[[Effect|Effects]] - an incomplete reference for all types of Effect objects.<br />
*[[Weapons|Weapons]] - a brief reference looking into aspects of creating Weapons for units.<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Units&diff=2205Units2012-06-17T21:38:20Z<p>MarkOfCain: /* Fields */</p>
<hr />
<div>Units are the basic objects in which the user interacts with the game state. However, units themselves simply hold vital information at specific locations on the map. They cannot directly effect one another without defined [[Abilities]] or [[Behaviors]].<br />
<br />
Units are not displayed in game, but instead have linked [[Actors]] which create the video and audio effects.<br />
<br />
==Unit Properties==<br />
<br />
Name - The name displayed for the unit ingame<br />
<br />
ID - The unique string used for refferencing that unit<br />
<br />
Object Family - The location in the editors organizational trees<br />
<br />
Race - The race for which the unit is assigned<br />
<br />
Object Type:<br />
*Characters - Objects used for cinematics<br />
*Destructable - Typically neutral objects that can be attacked and destroyed, but cannot be commanded.<br />
*Hero - More important objects that are usually unique to each game.<br />
*Items - Game objects collected by other units or used as placeholders for inventories.<br />
*Projectile - Objects that are used within the execution of an effect, often simply for visual effect.<br />
*Props - Objects used for cinematics<br />
*Other<br />
*Resourse - Neutral objects, typically structures, that affects reasourse or other strategic assets.<br />
*Structure - Mostly stationary objects central to user interaction.<br />
*Unit - Mostly non-staionary objects central to user interaction.<br />
<br />
==Fields==<br />
<br />
===Ability===<br />
<br />
:Abilities - An ordered list of available abilities<br />
<br />
:Command Card - The layout and function of up to 4 command cards for the unit<br />
<br />
===AI===<br />
<br />
:AI Build Category - How the computer will incorporate the unit into its infrastructure<br />
::(Typically used for Structures Only)<br />
<br />
:AI Evaluation - The unit type the AI will recognize the unit as<br />
<br />
===Behaviour===<br />
<br />
:Add On Offset X - The x location of the unit relative to the unit it is added<br />
<br />
:Add On Offset Y - The y location of the unit relative to the unit it is added<br />
<br />
:Add On Units - The list of behaviours applied to the unit when added to a specific unit type<br />
<br />
:Behaviours - The list of behaviours the unit is created with<br />
<br />
:Built On - The unit type the unit must be placed on<br />
<br />
:Damage Dealt (Veterancy) - The experience gained per damage dealt<br />
<br />
:Damage Taken (Veterancy) - The experience gained per damage taken<br />
<br />
:Resource Drop Off - The resources that can be returned to this unit<br />
<br />
:Resource State - Whether resources held by this unit require an additional unit to be harvested<br />
<br />
:Recourse Type - The resources held by this unit<br />
<br />
:Response - The units response to being damaged<br />
::*Units with the response Acquire, but have no weapon, will flee<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]<br />
[[Category:Catalogs]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Units&diff=2204Units2012-06-17T20:45:43Z<p>MarkOfCain: </p>
<hr />
<div>Units are the basic objects in which the user interacts with the game state. However, units themselves simply hold vital information at specific locations on the map. They cannot directly effect one another without defined [[Abilities]] or [[Behaviors]].<br />
<br />
Units are not displayed in game, but instead have linked [[Actors]] which create the video and audio effects.<br />
<br />
==Unit Properties==<br />
<br />
Name - The name displayed for the unit ingame<br />
<br />
ID - The unique string used for refferencing that unit<br />
<br />
Object Family - The location in the editors organizational trees<br />
<br />
Race - The race for which the unit is assigned<br />
<br />
Object Type:<br />
*Characters - Objects used for cinematics<br />
*Destructable - Typically neutral objects that can be attacked and destroyed, but cannot be commanded.<br />
*Hero - More important objects that are usually unique to each game.<br />
*Items - Game objects collected by other units or used as placeholders for inventories.<br />
*Projectile - Objects that are used within the execution of an effect, often simply for visual effect.<br />
*Props - Objects used for cinematics<br />
*Other<br />
*Resourse - Neutral objects, typically structures, that affects reasourse or other strategic assets.<br />
*Structure - Mostly stationary objects central to user interaction.<br />
*Unit - Mostly non-staionary objects central to user interaction.<br />
<br />
==Fields==<br />
<br />
For now, see [[Unit Properties]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]<br />
[[Category:Catalogs]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=User:MarkOfCain&diff=2203User:MarkOfCain2012-06-17T20:41:21Z<p>MarkOfCain: </p>
<hr />
<div>For all of those who recognize my contribution to this site, I thank you.<br />
<br />
==About==<br />
<br />
There is little information available about creating Maps and Mods for Starcraft II, and what exists is hard to find. I take pride in conveying my personal knowledge of the Galaxy Editor mechanics in an organized and useful fashion. I may not know everything about the program, but I hope my work is helpful to those who have questions and need answers.<br />
<br />
==Projects==<br />
<br />
I currently have multiple custom map projects underway and details will be disclosed at an appropriate time.</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=User:MarkOfCain&diff=2202User:MarkOfCain2012-06-17T20:38:44Z<p>MarkOfCain: Created page with "For all of those who recognize my contribution to this site, I thank you. There is little information available about creating Maps and Mods for Starcraft II, and what exists..."</p>
<hr />
<div>For all of those who recognize my contribution to this site, I thank you.<br />
<br />
There is little information available about creating Maps and Mods for Starcraft II, and what exists is hard to find. I take pride in conveying my personal knowledge of the Galaxy Editor mechanics in an organized and useful fasion. I may not know everything about the program, but I hope my work is helpful to those who have questions and need answers.</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Units&diff=2130Units2012-06-02T21:50:58Z<p>MarkOfCain: </p>
<hr />
<div>Units are the basic objects in which the user interacts with the game state. However, units themselves simply hold vital information at specific locations on the map. They cannot directly effect one another without defined [[Abilities]] or [[Behaviors]].<br />
<br />
Units are not displayed in game, but instead have linked [[Actors]] which create the video and audio effects.<br />
<br />
==Unit Properties==<br />
<br />
Name - The name displayed for the unit ingame<br />
ID - The unique string used for refferencing that unit<br />
Object Family - The location in the editors organizational trees<br />
Race - The race for which the unit is assigned<br />
<br />
Object Type:<br />
*Characters - Objects used for cinematics<br />
*Destructable - Typically neutral objects that can be attacked and destroyed, but cannot be commanded.<br />
*Hero - More important objects that are usually unique to each game.<br />
*Items - Game objects collected by other units or used as placeholders for inventories.<br />
*Projectile - Objects that are used within the execution of an effect, often simply for visual effect.<br />
*Props - Objects used for cinematics<br />
*Other<br />
*Resourse - Neutral objects, typically structures, that affects reasourse or other strategic assets.<br />
*Structure - Mostly stationary objects central to user interaction.<br />
*Unit - Mostly non-staionary objects central to user interaction.<br />
<br />
==Fields==<br />
<br />
For now, see [[Unit Properties]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]<br />
[[Category:Catalogs]]</div>MarkOfCainhttps://wiki.hiveworkshop.com/index.php?title=Data_Editor&diff=2129Data Editor2012-06-02T21:08:11Z<p>MarkOfCain: </p>
<hr />
<div>=The Data Editor=<br />
<br />
The Data Editor is perhaps the most powerful tool housed within the Galaxy Editor software for Starcraft 2. Many people who have been amateur (or even professional) mapmakers from Warcraft 3 are often daunted by the seemingly endless complexities which the Data Editor throws up. <br />
<br />
Luckily, this Wiki contains many helpful tutorials and reference pages which will aid in your understanding of this tool.<br />
<br />
The Data Editor is the central point for which the basis of gameplay in controled. The basis in which game objects interact with one another and are displayed is manipulated through it. As such, the Data Module is the primary means for creating [[Mods]]<br />
<br />
==Tabs==<br />
<br />
The Data Editor is organized into sever groups of tabs based on the function of each object.<br />
<br />
Game Data:<br />
*[[Units]]<br />
<br />
==Tutorials==<br />
<br />
*[[Create_a_unit|Creating a Unit from Scratch]] - a very in-depth look at how to create your first unit in the Data Editor (Incomplete).<br />
*[[Creating_an_Instant_Effect_Ability|Instant Effect Abilities]] - a two part tutorial looking at how to create a stimpack-like ability for an Archon, as well as an in-depth look at the theory behind why it works like it does.<br />
*[[Creating_a_Missile_Ability|Missile Abilities]] - a slightly advanced tutorial which creates a targetable missile spell.<br />
<br />
==Reference==<br />
<br />
*[[Behaviors]] - a complete reference for all types of Behavior objects.<br />
*[[Attribute_Behavior_Modification|Behavior - Modification +]] - an incomplete reference page which seeks to explain all the attributes and factors which a Behavior object can Modify.<br />
*'''[[Data_Editor_Theory|Data Editor Theory]]''' - an article undergoing completion which highlights some key aspects to be aware of when navigating and utilizing the Data Editor.<br />
*[[Effect|Effects]] - an incomplete reference for all types of Effect objects.<br />
*[[Weapons|Weapons]] - a brief reference looking into aspects of creating Weapons for units.<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Data Editor]]</div>MarkOfCain