SelfLearning SC2 Scripting...
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  • 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>

    Registered User
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  • 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?

    Registered User
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  • 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

    Registered User
    avatar

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