Staredit Network > Forums > SC2 Assistance > Topic: A few Data Editor question
A few Data Editor question
Aug 14 2010, 4:46 pm
By: Puppyslayer  

Aug 14 2010, 4:46 pm Puppyslayer Post #1



Hi guys,

Need some help on a few issue here:
1. Ok, I'm a bit embarassed, but where do I change a unit/structure Build time?
2. Changing weapons; I notice that nearly all turret based weapons wont work when given to another unit. Say, how do I give a battlecruiser AT laser to a Viking?
3. Adding weapons to bunker. Giving it a weapon directly wouldnt work. Any ideas?

Thanks in advance.



None.

Aug 14 2010, 4:59 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

1. I think you change that inside the unit. If you cannot edit that there, you should check inside the info field of the builder unit's ability.

3. I think giving it a weapon directly should work. But I guess you have to add the standard attack ability because the bunker only redirects attacks.




Aug 14 2010, 5:16 pm DevliN Post #3

Woah

2. Have you tried just switching the weapon on the Viking? If by "weapons wont work" you mean that they don't appear when they are fired, then that is just an issue with the attack itself. I'll open the editor and mess around with Vikings using AT Lasers and try to find a solution.

EDIT:
Gave Vikings the ATS Lasers and it worked fine for me. ATS only hits ground and ATA only hits air. Maybe that's the problem you're having?

Post has been edited 1 time(s), last time on Aug 14 2010, 5:47 pm by DevliN.



:devlin: Currently Working On: :devlin:
Myself

Aug 14 2010, 6:12 pm Puppyslayer Post #4



Ahli: Ok, thanks for the tips. I found it under units, SCV, and the abilities for build. Going to try it out.
I got some progress after checking out the standard attack ability. I gave the bunker colussus thermal lance. It could fire, but only directly downward. Other direction and it the system would say "Couldnt turn towards target".

Devlin: Yeah, sorry about that. I think I didnt remove the default Viking weapon first.

Edit: I'm not sure if this is the best way to do it but I manage to get the bunker to fire correctly. Choose turret "Free rotate", then select a weapon.

Post has been edited 1 time(s), last time on Aug 14 2010, 6:35 pm by Puppyslayer.



None.

Aug 14 2010, 8:12 pm Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

You can adjust the angle in which direction the weapon can shot directly in the weapon (standard value is around 10 degrees). Set it to 360 and your weapons fire regardless which direction they are facing.




Aug 15 2010, 2:19 pm Puppyslayer Post #6



Thanks Ahli.

Any idea how to preload bunkers with unit? As in, just build the bunker, and it comes with marines inside.



None.

Aug 16 2010, 12:38 am payne Post #7

:payne:

Quote from Puppyslayer
Thanks Ahli.

Any idea how to preload bunkers with unit? As in, just build the bunker, and it comes with marines inside.
Use a trigger with Event "Map Initialization" and and Action "Create Cargo Unit". :)



None.

Aug 16 2010, 3:32 am shmeeps Post #8



Quote from Puppyslayer
Thanks Ahli.

Any idea how to preload bunkers with unit? As in, just build the bunker, and it comes with marines inside.
If you just need one, paynes will work. If you need it for every bunker built, do the same, but just detect when a player has finished building a bunker.



None.

Aug 16 2010, 3:08 pm Puppyslayer Post #9



Thanks payne, shmeeps. Trigger looks a bit hardcore for me, but let me read it up first.
If its not too much, where do I change the variable for minerals/gas harvested per trip?



None.

Aug 16 2010, 4:35 pm shmeeps Post #10



Quote from Puppyslayer
Thanks payne, shmeeps. Trigger looks a bit hardcore for me, but let me read it up first.
If its not too much, where do I change the variable for minerals/gas harvested per trip?
Look under Modules->Data->Behavious->Minerals (Mineral Field) or Minerals (High Yield), which ever you are looking for. Then look for the field Stats - Harvest Amount.



None.

Aug 16 2010, 4:44 pm payne Post #11

:payne:

Quote from Puppyslayer
If its not too much, where do I change the variable for minerals/gas harvested per trip?
I thought it'd be under "Mineral Field" unit in the Data Editor, but I haven't found any value set as '5', so I guess it's not there. :S



None.

Aug 16 2010, 8:06 pm shmeeps Post #12



Yeah, it's actually under the behavior of the unit, there's two separate ones, one for each type of mineral field. I'm guessing it would be possible to add this behavior to any unit, and is a lot easier to just add a behavior to an existing unit than creating a new unit type if you wanted new resources.



None.

Aug 28 2010, 3:33 am Puppyslayer Post #13



Ok, one more. Where to set the spawn time for Hatchery Larvas'? I found under 'Requirements', you can control how many you can have at one time by changing the constant. But couldnt find the spawn time.



None.

Aug 28 2010, 4:35 am shmeeps Post #14



I believe it's in the "Spawn Larvae" behavior, in the "Info Array" field, change the delay of 15 to whatever you want.



None.

Aug 28 2010, 12:09 pm Puppyslayer Post #15



Thanks. Arrghh, I was modifying numbers all over and I missed this.



None.

Aug 28 2010, 12:28 pm Puppyslayer Post #16



Is it possible to save Data Editor changes only, and then freely apply it to any map? Save as has Editor Map file and Editor Component list. When opened both goes back to the original map I did the edit (or im a messing up?).

I remember WC3 has something like this.



None.

Aug 28 2010, 8:00 pm payne Post #17

:payne:

I believe if you create a Mod instead of a Map, that's the effect you get.
But now, to convert a Map into a Mod, I dunno. ;o



None.

Sep 10 2010, 7:06 am Puppyslayer Post #18



Ok, I gave a Marine the healing spell. Any idea how to allow auto casting while attacking? It can only do one at time now. Thanks.



None.

Sep 10 2010, 7:28 pm Biophysicist Post #19



Create a Search Area that heals nearby allies. Create a buff behavior that calls it periodically. Give that behavior to the Marine.



None.

Sep 11 2010, 3:58 am Jack Post #20

>be faceless void >mfw I have no face

Quote from payne
I believe if you create a Mod instead of a Map, that's the effect you get.
But now, to convert a Map into a Mod, I dunno. ;o
By the way, if you want to extract thing out of a map to put into a mod, or things out of a map to put into another map, you can do that by changing the dependencies to include the map (File->Dependencies->Add custom or something like that.)



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"In short, their absurdities are so extreme that it is painful even to quote them."

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