I'm not sure if this goes under galaxy scripting, so i'll just put it here.
Basically what this is showing you how to do is creating units in game, as 2g4u has done with his use.your.illusion map.
Since i'm also completely new to this, most of the things in this post will probably be old news to people who are already doing this. However, i'm hoping this might get some more people into this and we'll figure out how this thing works that much faster.
To start off, we're going to use lost temple as our example.
First, we open up the lost temple map (which can be downloaded from this site if you haven't done so already). To open the map, we're using this tool.
Basically you open the .s2ma file with the mpq editor and you find the "objects" file which should have no extension. Dont get the "objects.version" since there's nothing in there.
Once you have extracted this file, you can open it with any text editor like notepad.
Once you open this file, you'll see some xml code. Dont get intimidated, since for our purposes we won't touch on that at all.
The position="148,148,0" tells the game where the unit goes. In this case, it's 148 blocks up, 148 blocks to the right, and 0 blocks in the air, which is what i assume is the meaning of the third number. In lost temple, the dimensions of the map is approximately 148x148, which means the Brood Lord will appear at the very top right corner of the map.
The scale="x,y,z" basically shrinks or expands the unit, in its x,y,z dimensions respectively. 1 for all of them means normal size.
The player="1" tells the game which player the unit belongs to. Player one is always you. Players 2 through 4 are computers.
The unitType="BroodLord" basically tells which unit is placed. Since we don't have any info on the map editor, we can only guess at the names that the map editor uses. Most single word names will likely work, such as "Mutalisk", "Zealot" and so on. For words with spaces you just remove the spaces, liek i've done with Brood Lord, which becomes BroodLord. Two units i have been having trouble with specifically are the viking, which has 2 modes, and the siege tank, which i can only spawn in tank mode. If you know more about these, feel free to contribute.
The next 6 lines i am unfamilliar with, but every trial i have done i left them in. Feel free to mess around and contribute your findings
After you are done messing with the units, save the file, once again as "Objects" without an extension. To do this you must save as type "all objects". Open the .s2ma file again, and make sure you uncheck run in read only mode. This will allow you to re add the Objects file to the map. Make sure you close the mpq editor after or you will be unable to load the game.
That's pretty much all so far, i'd like to investigate the "mapscript.galaxy" file, which holds the triggers, and the "Triggers" File, which may also be important, but we really have no reference at all to how they work at this point.
I've found what seems to be a list of all the unit stats and names, along with data which could be modified, in UnitData.xml which is contained in /Mods/Liberty.SC2Mod/Base.SC2Data.
When opened with an mpq editor, UnitData, along with many other xml files, can be found in the GameData inside Base.SC2Data.
Also the name for a siege tank was "SiegeTankSieged"
Wow, this is awesome. I am trying out different objects now to see what was included with the beta. I will update a list of what is included when I get done testing some. So far I have checked out the Thorn Lizard. It looks like half of a sphere and its picture in HUD is just a mechanical heart just like the Terran Valentine wallpaper on their starcraft2.com website.
nvm, i got it. i put down : <Unit id="1" position="148,148,0" scale="1,1,1" player="1" unitType="BroodLord"> Instead of: <Unit id="1" position="148,148,0" scale="1,1,1" player="1" unitType="BroodLord"/>
Well, since i got that down, i Would like to know how to edit the units in the /Mods/Liberty.SC2Mod/Base.SC2Data since it would be nice to have an ultra that can blink. like Kokos said, but ive tried it with different types of changes but it doesn't work. PS. Sry for the multiple comments
HELP MEWell, since i got that down, i Would like to know how to edit the units in the /Mods/Liberty.SC2Mod/Base.SC2Data since it would be nice to have an ultra that can blink. like Kokos said, but ive tried it with different types of changes but it doesn't work. PS. Sry for the multiple comments
You should backup your base data file before you do this
To add blink to the ultralisk you need to open /Mods/Liberty.SC2Mod/Base.SC2Data with the mpq editor. Once you have opened it go to the gamedata folder. In the gamedata folder you will find a bunch of xml files. Open the one that says UnitData.xml with a text editor. Once you have opened it look for the ultralisk unit. Then go down to the Ultralisks abilarrays copy one of the abilarrays and replace the name in quotations with blink. You now need to add the button so you can execute the ability
paste this code in between the cardlayout tags <LayoutButtons Face="Blink" Type="AbilCmd" AbilCmd="Blink,Execute" Row="1" Column="0"/>
you can modify the placement by editing the column and row fields
the next thing you need to do is add the file back into the mpq. To do this save the mpq to someplace you can find it and then drag the file you just saved into the gamedata folder
if you are using lazylunch you will need to create a shortcut and add this to the end of the file target
UPDATE BY HELP ME: I have found if you put the UnitData.xml from th gamedata folder in the /Mods/Liberty.SC2Mod/Base.SC2Data into the gamedata folder (Map Name->Gamedata), manually created WITHIN A MAP, will set those settings just for that one map, which is like adjusting the map settings in a map editor.
I've also found if you edit the values to 50: BunkerTransport,MaxCargoCount" Value="50"/> <EffectArray Reference="Abil,BunkerTransport,TotalCargoSpace" Value="50"/> under the: <CUpgrade id="NeosteelFrame"> in the Upgradesdata file in the Basesc2mod, and put it into the map, the bunks will hold 50 cargo space, which is like death to zealots in range for a second.
HELP MEI've also found if you edit the values to 50: BunkerTransport,MaxCargoCount" Value="50"/> <EffectArray Reference="Abil,BunkerTransport,TotalCargoSpace" Value="50"/> under the: <CUpgrade id="NeosteelFrame"> in the Upgradesdata file in the Basesc2mod, and put it into the map, the bunks will hold 50 cargo space, which is like death to zealots in range for a second.
Hello there Help Me,
for your information, if u toggle the <EffectArray Reference="Abil,BunkerTransport,TotalCargoSpace" Value="50"/> under the: <CUpgrade id="NeosteelFrame">
your Bunker will have an unexpected increase of 50 in power for 2, that's 2(power [50-1]) which is crazy. LOL
I had tweaked a bit the bunker cargo load value such followed:
Which it will allowed your Bunker increase its capacity to at least 16 cargo units. Or 2(power)5 in this case. You will be able to see 16 yellow column bar on the screen.
The system is based of a binary power. The original capacity of the Bunker is 4, or 2(power)2. However, the .xml will indicate a integer value of 3 just to include "0","1","2".
However, the maximum unit you could set into a team is 255 units ( 0 - 255, or 256 or 2^16 )
I afraid you will crash the game if you set higher than 16. LOL
But then again, Bunker display bar had enough space for 12 units only, i guess you don't want to set higher than 8 units for this reason.
If set Max Cargo Count differs with than Total Cargo Count, Bunker will be resulted to lesser allowed loading capacity. Such as a 16 cargo space bunker allows 13 units into it. (Max=2, Total=3)
I'm not sure if this goes under galaxy scripting, so i'll just put it here.
Basically what this is showing you how to do is creating units in game, as 2g4u has done with his use.your.illusion map.
Since i'm also completely new to this, most of the things in this post will probably be old news to people who are already doing this. However, i'm hoping this might get some more people into this and we'll figure out how this thing works that much faster.
To start off, we're going to use lost temple as our example.
First, we open up the lost temple map (which can be downloaded from this site if you haven't done so already). To open the map, we're using this tool.
Basically you open the .s2ma file with the mpq editor and you find the "objects" file which should have no extension. Dont get the "objects.version" since there's nothing in there.
Once you have extracted this file, you can open it with any text editor like notepad.
Once you open this file, you'll see some xml code. Dont get intimidated, since for our purposes we won't touch on that at all.
Basically to add a unit, we take these lines:
And just copy paste into the editor.
The position="148,148,0" tells the game where the unit goes. In this case, it's 148 blocks up, 148 blocks to the right, and 0 blocks in the air, which is what i assume is the meaning of the third number.
In lost temple, the dimensions of the map is approximately 148x148, which means the Brood Lord will appear at the very top right corner of the map.
The scale="x,y,z" basically shrinks or expands the unit, in its x,y,z dimensions respectively. 1 for all of them means normal size.
The player="1" tells the game which player the unit belongs to. Player one is always you. Players 2 through 4 are computers.
The unitType="BroodLord" basically tells which unit is placed. Since we don't have any info on the map editor, we can only guess at the names that the map editor uses.
Most single word names will likely work, such as "Mutalisk", "Zealot" and so on.
For words with spaces you just remove the spaces, liek i've done with Brood Lord, which becomes BroodLord.
Two units i have been having trouble with specifically are the viking, which has 2 modes, and the siege tank, which i can only spawn in tank mode. If you know more about these, feel free to contribute.
The next 6 lines i am unfamilliar with, but every trial i have done i left them in. Feel free to mess around and contribute your findings
After you are done messing with the units, save the file, once again as "Objects" without an extension. To do this you must save as type "all objects".
Open the .s2ma file again, and make sure you uncheck run in read only mode. This will allow you to re add the Objects file to the map. Make sure you close the mpq editor after or you will be unable to load the game.
That's pretty much all so far, i'd like to investigate the "mapscript.galaxy" file, which holds the triggers, and the "Triggers" File, which may also be important, but we really have no reference at all to how they work at this point.
Nice tutorial. :) Didn't know this myself. >_>
Ya very nice initial tutorial, need to get some more info on this :D
Update 1:
I've found what seems to be a list of all the unit stats and names, along with data which could be modified, in UnitData.xml which is contained in /Mods/Liberty.SC2Mod/Base.SC2Data.
When opened with an mpq editor, UnitData, along with many other xml files, can be found in the GameData inside Base.SC2Data.
Also the name for a siege tank was "SiegeTankSieged"
Nice tutorial!
Uploaded the contents of UnitData.xml to pastebin:
http://pastebin.com/phGb2zfn
EDIT: Seems like you can do a lot of stuff with this, I'm gonna make the Ultralisks have blink :o
Have to wonder if some of the campaign units exist in the beta.
Love to fight a brutalisk army.
Wow, this is awesome. I am trying out different objects now to see what was included with the beta. I will update a list of what is included when I get done testing some. So far I have checked out the Thorn Lizard. It looks like half of a sphere and its picture in HUD is just a mechanical heart just like the Terran Valentine wallpaper on their starcraft2.com website.
ALSO: the only line needed to insert an object is
<Unit id="1" position="148,148,0" scale="1,1,1" player="1" unitType="BroodLord">
P.S. Obviously scale="10,10,10" is fun for getting a detailed view of units.
P.S.S. None of the critters seem to be included in the beta.
nice tutorial i will try :)
okay, i dont know how to open the .s2ma file so im stuck on that
98.150.36.xxx
They are MPQs, so you need an MPQ editor.
the viking is pretty easy
VikingAssault
VikingFighter
for the two different modes...
anyone got any grasp of how to edit the terrain?
I have tried to mod the /Mods/Liberty.SC2Mod/Base.SC2Data but it didn't work for me. The units stay normal.
99.228.57.xxx
When i start the map it ends with player have no more forces. Which launcher should i use?
99.228.57.xxx
i've found that whenever it does that, its likely you've entered something incorrectly
double check whatever you've entered to make sure it's actually recognized by the game
alternatively upload it to pastebin and i might be able to help
sry but i dont know how to upload to pastebin
99.228.57.xxx
Go to www.pastethat.com (or a similar site), and paste that information there. Click the submit button, and then copy and paste the URL back to here.
nvm, i got it. i put down :
<Unit id="1" position="148,148,0" scale="1,1,1" player="1" unitType="BroodLord">
Instead of:
<Unit id="1" position="148,148,0" scale="1,1,1" player="1" unitType="BroodLord"/>
99.228.57.xxx
Well, since i got that down, i Would like to know how to edit the units in the /Mods/Liberty.SC2Mod/Base.SC2Data since it would be nice to have an ultra that can blink. like Kokos said, but ive tried it with different types of changes but it doesn't work.
PS. Sry for the multiple comments
99.228.57.xxx
You should backup your base data file before you do this
To add blink to the ultralisk you need to open /Mods/Liberty.SC2Mod/Base.SC2Data with the mpq editor. Once you have opened it go to the gamedata folder. In the gamedata folder you will find a bunch of xml files. Open the one that says UnitData.xml with a text editor. Once you have opened it look for the ultralisk unit. Then go down to the Ultralisks abilarrays copy one of the abilarrays and replace the name in quotations with blink.
You now need to add the button so you can execute the ability
paste this code in between the cardlayout tags
<LayoutButtons Face="Blink" Type="AbilCmd" AbilCmd="Blink,Execute" Row="1" Column="0"/>
you can modify the placement by editing the column and row fields
the next thing you need to do is add the file back into the mpq. To do this save the mpq to someplace you can find it and then drag the file you just saved into the gamedata folder
if you are using lazylunch you will need to
create a shortcut and add this to the end of the file target
-v 13891
UPDATE BY HELP ME:
I have found if you put the UnitData.xml from th gamedata folder in the /Mods/Liberty.SC2Mod/Base.SC2Data
into the gamedata folder (Map Name->Gamedata), manually created WITHIN A MAP, will set those settings just for that one map, which is like adjusting the map settings in a map editor.
99.228.57.xxx
I've also found if you edit the values to 50: BunkerTransport,MaxCargoCount" Value="50"/>
<EffectArray Reference="Abil,BunkerTransport,TotalCargoSpace" Value="50"/>
under the:
<CUpgrade id="NeosteelFrame">
in the Upgradesdata file in the Basesc2mod, and put it into the map, the bunks will hold 50 cargo space, which is like death to zealots in range for a second.
99.228.57.xxx
This is my first account here, I was known as HELP ME, i have uploaded an ums map:
Altered SCII. This is thanks to a_grue
What other launcher supports blink for ultralisk?
lazy lauch is one but, any others?
Hello there Help Me,
for your information, if u toggle the
<EffectArray Reference="Abil,BunkerTransport,TotalCargoSpace" Value="50"/>
under the:
<CUpgrade id="NeosteelFrame">
your Bunker will have an unexpected increase of 50 in power for 2, that's 2(power [50-1]) which is crazy. LOL
I had tweaked a bit the bunker cargo load value such followed:
<EffectArray Reference="Abil,BunkerTransport,MaxCargoCount" Value="3"/>
<EffectArray Reference="Abil,BunkerTransport,TotalCargoSpace" Value="3"/>
<EffectArray Reference="Abil,CommandCenterTransport,MaxCargoCount" Value="5"/>
<EffectArray Reference="Abil,CommandCenterTransport,TotalCargoSpace" Value="5"/>
Which it will allowed your Bunker increase its capacity to at least 16 cargo units. Or 2(power)5 in this case. You will be able to see 16 yellow column bar on the screen.
The system is based of a binary power. The original capacity of the Bunker is 4, or 2(power)2. However, the .xml will indicate a integer value of 3 just to include "0","1","2".
However, the maximum unit you could set into a team is 255 units ( 0 - 255, or 256 or 2^16 )
I afraid you will crash the game if you set higher than 16. LOL
But then again, Bunker display bar had enough space for 12 units only, i guess you don't want to set higher than 8 units for this reason.
If set Max Cargo Count differs with than Total Cargo Count, Bunker will be resulted to lesser allowed loading capacity. Such as a 16 cargo space bunker allows 13 units into it. (Max=2, Total=3)