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Re: Modding thread

Posted: Tue Mar 23, 2010 2:45 pm
by UntamedLoli
One of the bad side effects you see in my video is right clicking a moveable bunker with something in it will crash the game, I had to use the move hotkey.

Re: Modding thread

Posted: Tue Mar 23, 2010 3:11 pm
by Xenon
Yeah, but the things you put in it were also bunkers, maybe that's related.

Re: Modding thread

Posted: Tue Mar 23, 2010 3:30 pm
by IskatuMesk
yo dawg

i herd u like bunkers so i put a bunker in ur bunker so u can bunker while u bunker

dawg

/e

christ I'm having the damndest time with these xml files, HKS wasn't kidding when he said sc2 was a mess. This is the most disorganized and peculiar arrangement I've ever seen, and the id inheritance complicates matters considerably. Any major work is definitely going to have to wait for the editor.

Having 3 separate files that function like actordata and all interconnect to each other, one of which also controls damage values, is WEIRD.

Re: Modding thread

Posted: Wed Mar 24, 2010 10:25 am
by Lavarinth
Sounds like phpBB3 CSS. It's just somewhat of a new standard to do it that way.

Re: Modding thread

Posted: Fri Apr 02, 2010 12:25 pm
by Ricky_Honejasi
So I tried to mod things a little things to get a few answer although ill probably not mod that much and prefer to put my time for the future editor.

Anyway :

F1) Buttons seen globally

While I didn't test it in-depth yet. The buttons seen even by enemy players seems mostly to be based on a "passive" flag on the abilities' buttons on units. By that, I imply one unit can have the button and have it flagged "passive" to be seen and another unit have the same button without the "passive" flag and not be seen by enemy.

Although to confirm anything, ill have to test it although that much seems very likely because all "passive" flags were on all abilities that I did personally see on specific rival player' units (Dark Templar's Permanent Cloak, Reaper' Cliff jumping, etc.).

F4) More Warp-In Fiddling

I personally tried to set 2 probes with warp-in but both that are supposed to have their own cooldown (to ensure they are split). However, they still did seem to share the cooldown nonetheless (unless I somehow forgot something somehow).

F5) Warp-in Cost ties

Yeah, units can have different cost (including time and life cost so probably extends up to shields/energy) from warp-in unit to warp-in. You can also have 2 units of the exact same type on a same building both trained normally OR as warp-in.

F7) So many harvesters! & F8) Godly harvesters!

So far, I didn't see anything that seems adjustable in terms of the maximum miners. Although I was able to modify the mining delay down to 0.01 (didn't test 0.00 yet) so they mine pretty much instantly minerals and gas.

F11) Extra Supplies deviant

I believe it might be possible to modify the ability other than giving supplies (but didn't see how to make it affect non-supply depots targets yet) based on how it can potencially be moddable.

However, I did manage to modify it so that it gives 20 supply instead of 8 but have a duration of 3 minutes before the buff vanishes thus the 20 supply as well. It didn't morph back from the "upgraded" model to the normal supply model but it seems possible to do the morphing back with enough effort.

Other)

As a side thing, on a CC, I put 3 SCVs : first one as normal, second one at 50% costs but 200% build time and third one that had 1 sec training time, no mineral costs but costed 200 health of CC. All of them are the very same unit type of SCV (and not custom unit types).

Re: Modding thread

Posted: Fri Apr 02, 2010 12:57 pm
by Xenon

Re: Modding thread

Posted: Fri Apr 02, 2010 3:38 pm
by Ricky_Honejasi
Xenon wrote: Hero XP and leveling
Well, I sure didn't expect that it would be found before the beta editor (supposedly hero attributes on top of it in info below the video). Although if there is any hero point system, it's quite unlikely that it would be found before the editor.

So in other info while I poked around :

-> Found some "heroic" flag (similar to Mechanical, Light and other such unit specifications) which I added successfully on a marine.

-> In one of the files, there are 16 different player colors intended to be chosen by players. Colors #9 to #16 are supposed to only shown when the 8 first player colors are used (or maybe for a map with 8+ players). Thus this give a much stronger hint at the possibility that custom games in Starcraft 2 will allow 16 human players (presuming they don't fall back to 12 for some odd reason).

-> I did add the bunker's firing back capacities when after loading units into a Medivac. Thus it uses the Medivac's loading abilities. It prevented the crashing issues that HKS did encounter when loading BCs into another BC by selection/right-cliking. It was due to him using directly all of the bunker's abilities (including the bunker's loading/capacity). The drawback is if a Medivac dies, everything dies as usual inside a Medivac. I also noticed that I had to stop the Medivac for to let the loaded marines to fire.

By extension of it and based on how the data files work, you can have a ghost nuking from inside a Medivac although moving the Medivac would cancel the nuke.

Re: Modding thread

Posted: Fri Apr 02, 2010 7:39 pm
by Lavarinth
The hero thing was already visible before for a while, as in the flags had been seen, this is just likely the first instance of it being in video. Which, honestly, was a rush to watch on the first week, now it's just whatever. Especially with the likeliness of the editor coming out this month.

Re: Modding thread

Posted: Sat Apr 10, 2010 7:46 am
by Alevice
I feel terribily stupid for not having checking thus fuicking place once I started dabbling with sc2 modding. I started sharing discoveries and shit with wc3c fellows and sc2mpaster, and it just dawned me today that maybe cc was in the game too. And holy crap, you definitely are.

Glad to see other people with actordata appreciation. Seems sc2mpaster guys abhor it. I endorse it :)

Also, you peeps know of hereos in sc2 right? If not,

[imgwh 132x150]http://img62.imageshack.us/img62/5687/screenshot016y.th.jpg[/imgwh]
[imgwh 150x72]http://img256.imageshack.us/img256/7706/screenshot017u.th.jpg[/imgwh]
[imgwh 150x135]http://img62.imageshack.us/img62/5829/screenshot018p.th.jpg[/imgwh]


[imgwh 150x74]http://img694.imageshack.us/img694/2034/screenshot019by.th.jpg[/imgwh]
Image
[imgwh 150x114]http://img13.imageshack.us/img13/4669/screenshot021ge.th.jpg[/imgwh]
[imgwh 150x142]http://img62.imageshack.us/img62/4486/screenshot022r.th.jpg[/imgwh]


Hero mod link: http://dl.dropbox.com/u/1047844/HeroMod.rar Warning: half of it was pretty much CnP from chinese mods.

Custom race that failes to do anything cool yet, until i discover how ton get custom powergrid behaviour  to display right:

http://dl.dropbox.com/u/1047844/Warptoss.rar

I recommend zoxc launcher to try theese things.




edit: fucking lulz, i am lame for not noticing someone had posted about heroes two posts above me.


edit2: relevant: http://www.wc3c.net/showthread.php?t=109187. requires registration :(

Re: Modding thread

Posted: Sat Apr 10, 2010 7:50 am
by Xenon
Heh, I saw your posts on SC2Mapster and wondered why you haven't been around here.

Re: Modding thread

Posted: Sat Apr 10, 2010 7:53 am
by Alevice
Because I am lame. My last experiences with CC were podcasts and contests and shit I didnt care about. Had no idea people here would be modding too.

Re: Modding thread

Posted: Sat Apr 10, 2010 8:01 am
by Master Jademus Sreg
"And he doesn't afraid of anything."

Levi and I have been tinkering quite a bit. There's still so much to explore before the official editor is released.

Re: Modding thread

Posted: Sat Apr 10, 2010 8:17 am
by Alevice
WHo are you?

Re: Modding thread

Posted: Sat Apr 10, 2010 8:21 am
by Master Jademus Sreg
Haha, fuck you Levi.

Since you haven't tested if non-veterancy units can use attributes, I guess I'll have to test it.

Re: Modding thread

Posted: Sat Apr 10, 2010 8:23 am
by Alevice
Yes plz.