
- #STARCRAFT 2 EDITOR FUNCTION AND ACTION SAME NAME MOD#
- #STARCRAFT 2 EDITOR FUNCTION AND ACTION SAME NAME MODS#
Right click on the unit object in the list and select "Duplicate Object." from the drop down menu. Unit objects include some projectiles and all destructibles. Choose a unit which you want to duplicate the properties of for a custom unit from the list of unit objects. Select "Units" from the "Data Type" drop down list and let it load (might take a while). Press the F7 hotkey on your keyboard to bring up the Data window (or select "Data" from the "Modules" drop down menu) from any editor window. To create a minimum functioning placeable custom unit duplicate of an existing unit (not recommended but easiest way). Ofcourse, actor events allow you to do much more than that such as compound units or even units which change their looks at certain conditions. It is very well possible to have 2 unit types using the same actor by giving the actor the appropiat events for both types. Inorder for a unit to have a model ingame, a unit actor needs to be created and attached to the unit via actor events. Some of them are not logical like the actor unit relationship where the actor assigns itself a unit rather than you giving a unit an actor which is what one guesses.Īctors interact with other data via actor events. The key thing to remember is that each derived piece of data has an origin template and that some fields of certain templates are keys to other pieces of data derived from templates. This system permits more efficient and flexible custom data creation than previous games however it comes at the cost of being very hard to understand unless you have done a course on databases. As such everything is derived from template (native) types unlike previous Blizzard games like Warcraft III where every object had its own unique template. Starcraft II uses a relationship based structure for all its game data. #STARCRAFT 2 EDITOR FUNCTION AND ACTION SAME NAME MODS#
A bug in the StarCraft II Editor means that mods do not always load correctly so assets that appear available might not mirror what will actually be available ingame. WARNING - Published mods can only be used by maps published by the same publisher. Click the "OK" button and let the mods load (may take a while especially for campaign mods).
#STARCRAFT 2 EDITOR FUNCTION AND ACTION SAME NAME MOD#
Choose a single mod from either "Local Files" (local testing only, overwrites mods and not available when publishing) or from "" (requires internet connection, publishing safe) and click "Ok". Tick the campaign or melee mods to add to the resources your map can use and click "Ok".Īdd Other. Click the "Add Standard." (Campaign or melee) or "Add Other." (User created mods downloaded from ) buttons.Choose the "Dependencies." option from the drop down menu.Click on the "File" menu located normally at the top left of the terrain editor.Mods are loaded sequentially from top to bottom and adding a mod will passivly add all its required mods if not present already. Due to the structure of Starcraft II being a trilogy and each part allowing separate play, it can be assumed that particular campaign mods will not be present on everyone's installation. Campaign art and data come in the form of campaign mods, one with the in game content and one with all the cut scene content. Starcraft II uses a mod based system to deliver all of its artistic content weather ordinary melee or custom.