Hi everyone, I am currently learning to do some tweaking inside the SC2 Game Data .xml scripts
I had finished some tweaking and found it satisfied to my liking and hopefully I could shared my experience here while get some mutual discussions on some parts i yet to comprehend.
I loved using Terran. But in view of Terran lack of Energy Shield Armor and low HP, AI raids causes me high loss. So I added/steal the scripts from the Protoss and Zerg then give it to Marine.
Also food value is -0.25 (4 marines take 1 food) set Life regeneration.
I could add 2ndary weapons to marine but Gauss Riffle replenish rate is too quick for other weapons within range5 to be used. Adding a ghost canister riffle just don't seem good. Or Hellion to transform Marine into Firebat. LOL
For reason unknown to me the effective range during the game time increase by 6 range rather than 2 range during each upgrade. lvl#. basic range+upgrade range=total range lvl1. basic 5 +upgrade 6 =11 lvl1. basic 11 +upgrade 6 =17 lvl1. basic 17 +upgrade 6 =23
It makes the Gauss riffle uber long range?! which is not what i intended.
May I ask who ever knew the script operation better tell me what happened then?
Hi everyone,
I am currently learning to do some tweaking inside the SC2 Game Data .xml scripts
I had finished some tweaking and found it satisfied to my liking and hopefully I could shared my experience here while get some mutual discussions on some parts i yet to comprehend.
I loved using Terran. But in view of Terran lack of Energy Shield Armor and low HP, AI raids causes me high loss.
So I added/steal the scripts from the Protoss and Zerg then give it to Marine.
Also food value is -0.25 (4 marines take 1 food)
set Life regeneration.
I could add 2ndary weapons to marine but Gauss Riffle replenish rate is too quick for other weapons within range5 to be used.
Adding a ghost canister riffle just don't seem good.
Or Hellion to transform Marine into Firebat. LOL
Script:
<CUnit id="Marine">
<TacticalAIThink value="AIThinkRanger"/>
<DeathRevealRadius value="3"/>
<Race value="Terr"/>
<Mob value="Multiplayer"/>
<LifeStart value="95"/>
<LifeMax value="95"/>
<LifeRegenRate value="0.6734"/>
<LifeArmor value="2"/>
<LifeArmorName value="Unit/LifeArmorName/TerranInfantryArmor"/>
<ShieldsStart value="175"/>
<ShieldsMax value="175"/>
<ShieldRegenRate value="2.5"/>
<ShieldArmorName value="Unit/ShieldArmorName/ProtossPlasmaShields"/>
<Speed value="2.35"/>
<Acceleration value="1000"/>
<LateralAcceleration value="46.0625"/>
<StationaryTurningRate value="999.8437"/>
<TurningRate value="999.8437"/>
<Food value="-0.25"/>
<CostResource index="Minerals" value="35"/>
<RepairTime value="20"/>
<AttackTargetPriority value="20"/>
<DamageDealtXP value="1"/>
<DamageTakenXP value="1"/>
<KillXP value="10"/>
<Radius value="0.375"/>
<SeparationRadius value="0.375"/>
<InnerRadius value="0.375"/>
<CargoSize value="1"/>
<ScoreMake value="50"/>
<ScoreKill value="100"/>
<ScoreResult value="BuildOrder"/>
<SubgroupPriority value="15"/>
<MinimapRadius value="0.375"/>
<FlagArray index="PressForwardDisabled" value="1"/>
<FlagArray index="PreventDestroy" value="1"/>
<FlagArray index="UseLineOfSight" value="1"/>
<PlaneArray index="Ground" value="1"/>
<Collide index="Ground" value="1"/>
<Sight value="10"/>
<AbilArray Link="stop"/>
<AbilArray Link="attack"/>
<AbilArray Link="move"/>
<AbilArray Link="StimPack"/>
<BehaviorArray Link="MarineShield"/>
<CardLayouts>
<LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
<LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
<LayoutButtons Face="MoveHoldPosition" Type="AbilCmd" AbilCmd="move,HoldPos" Row="0" Column="2"/>
<LayoutButtons Face="Attack" Type="AbilCmd" AbilCmd="attack,Execute" Row="0" Column="4"/>
<LayoutButtons Face="MovePatrol" Type="AbilCmd" AbilCmd="move,Patrol" Row="0" Column="3"/>
<LayoutButtons Face="Stim" Type="AbilCmd" AbilCmd="StimPack,Execute" Row="2" Column="0"/>
</CardLayouts>
<Attributes index="Light" value="2"/>
<Attributes index="Biological" value="2"/>
<EditorCategories value="ObjectType:Unit,ObjectFamily:Melee"/>
<GlossaryCategory value="Unit/Category/TerranUnits"/>
<GlossaryPriority value="30"/>
<GlossaryStrongArray value="Marauder"/>
<GlossaryStrongArray value="Immortal"/>
<GlossaryStrongArray value="Hydralisk"/>
<GlossaryWeakArray value="SiegeTankSieged"/>
<GlossaryWeakArray value="Colossus"/>
<GlossaryWeakArray value="Lurker"/>
<WeaponArray Link="Marine"/>
<ChanceArray index="Anim" value="33"/>
<ChanceArray index="Idle" value="33"/>
<ChanceArray index="Turn" value="33"/>
</Fidget>
<TauntDuration index="Cheer" value="5"/>
<TauntDuration index="Dance" value="5"/>
</CUnit>
Anyway, I could increase the shooting range if I wanted.
Just goto WeaponData.xml or Upgrade.xml to tweak it.
WeaponData
will just increase the Marine basic range (or damage or replenish rate)
Upgrade
I added a script under the E-bay weapons upgrade.
Script:
<EffectArray Reference="Weapon,Marine,Range" Value="2"/>
For reason unknown to me the effective range during the game time increase by 6 range rather than 2 range during each upgrade.
lvl#. basic range+upgrade range=total range
lvl1. basic 5 +upgrade 6 =11
lvl1. basic 11 +upgrade 6 =17
lvl1. basic 17 +upgrade 6 =23
It makes the Gauss riffle uber long range?!
which is not what i intended.
May I ask who ever knew the script operation better tell me what happened then?
Just thinking of fun, I was thinking of adding armor piercing ability to marine Gauss Riffle, which could be purchase through E-bay.
Script:
<EffectArray Reference="Effect,Marine,AttributeBonus[e_unitAttributeArmored]" Value="1.000000"/>
could be added in any weapon upgrade.
But if i wanted to create new branch of weapon buildorder, how should i do it??
thnx