Starcraft 2-data editor-getting started with cainiao

Source: Internet
Author: User
Tutorial by siretu makes most people who have access to the star 2 Editor take a break, that is, the data editor ). whether you are a newbie or have done something using the editor of Warcraft 3, when you prepare a map of interstellar 2 with enthusiasm, the data editor is like a huge mountain in front of you. this also happens to me. i'm confident that I use the object editor of Warcraft 3, but I don't even know how to create a unit when I open the data editor.

Now, I can finally use the data editor, but it is not very good. Who makes the game so advanced.

In this tutorial, I will only talk about some basics and will not do some practical things. If you want to learn those things, read the subsequent tutorials.

Getting started

Let's start with the data Editor:

Even if we don't know what it is, we can see that it is divided into several areas, one by one.

Standard button
These buttons are also available in other modules:

There's nothing to say about it. You can see tooltips.

Data editor button
This makes it necessary to say:

View Original data-the data is displayed in a pretty and intuitive manner. After you press this button, they will be removed.

Object Tree list-use a tree chart or use a list to show your habits. The TREE tree has a classification level and the list is good for searching.

Show all object sources-when you edit a soldier, the editor creates a copy to edit the object, and the old one is retained. You can return to visit this unedited object source at any time.

Display object browser-it is recommended to open the window in the lower left corner.

View method-table/details/XML-recommended table method. The. xml method allows you to see how it works.

Display default value-the gray value indicates that the default value is the same as the default value.

Show advanced fields-enable this option to display default values ".

Display field type-field names are prefixed with a category.

The value of the combined struct-there are too many struct fields. Show them separately...

XML-related buttons-(I don't need to view my translation if I use them ).

Test map-click it to go to the game to test the map currently being edited.

Object Tab

A tab is displayed for each object type to facilitate switching. More operations are available in the right-click menu.

As you can see, everything can be written on the menu. I will not translate it.

In most cases, only the data in game, actor, art and sound is used. For details, the data can be split back.

Object List

This is only a unit, and Other types have different columns. However, names and sources generally exist.

Field List

This is the field list, which contains all information about the selected object. You can double-click it to change it.

Object Browser

Click the "show Object Browser" button.

This is a simple object structure (invisible to female ):

The object browser displays all the things connected to this object. unlike World of Warcraft 3, many things have been inserted into an object and are now divided into multiple objects for storage. for example, in Warcraft 3, the skill Change Prompt is in ability, while in Starcraft 2, the skill Change Prompt is in button. the button contains the title, prompt, and shortcut key.

What do the above figures all say? (Below are some nonsense) • Two actor (banshee_cloakon (unnamed) and banshee_cloakoff (unnamed ))
• One behavior (banshee-cloak)
• Two buttons (cloak (Banshee) and decloak) • one requirement (use cloaking field)
• Sounds (banshee_cloakon and banshee_cloakoff)

This is what female's stealth capabilities need.

Now, even if you read this, You can't copy it because you cannot understand how these things are linked. fortunately, a tool is implemented for the garbage collection. Right-click a node and select "Explain link". A new window will be explained to you.

For example, if you click "banshee-cloak" to explain the connection, it will be displayed as follows: [ability] banshee-cloaking field <behaviors>-> [Behavior] banshee-cloak

In this case, Banshee-cloaking has a behavior field connected to a behavior named "banshee-cloak". This is how behavior connects to ability. Isn't it easy? To a complex. click explain connection on one of the sounds to get a glimpse: [ability] banshee-cloaking field <behavior>-> [Behavior] banshee-cloak <events>-> [Actor] banshee_cloakoff (unnamed) <sound>-> [sound] banshee_cloakoff

It is larger than the previous one, but the first two rows look the same. actor looks like a backdoor, but you have to accept it. <events> after behavior does not mean that this is a field, but that the actor connects to behavior through its events field. then, the actor connects to a sound object through the sound field. okay, I'm done. You're probably dizzy!

It doesn't matter if you still don't understand it. This is the most difficult part. If you understand it clearly, you will fall in love with this editor.

That's why I explained common object types and their usage in the second half.

Common Object Types

Units (unit)
Most people should know what a unit is, because it means something. A soldier is a unit, a building, and a bullet. in this type, you can find the unit life value, energy value, and shield value. all visible parts are not in the unit, but in the corresponding actor.

Abilities (capability)
Ability is what a unit can do. attacks, mobility, and construction are all capabilities. here you can find the energy consumption value, the used button, range, and generated effect. effect-target provides a mouse pointer to select a target, and then effect starts at the target point.

Effects)
Effect is used to make one thing happen. It is implemented behind the scenes of aiblity. It can increase buff, generate damage, and treat units.

For example, if the "apply behavior" type applies a behavior (usually a buff) to a unit, the "damage" type damages a unit, "Search" searches for a unit in a region and applies an effect. The "set" type combines multiple effect into one.

Behaviors)
Behavior has many types, and the most common is "buff ". as you think, it will be appended to a unit and affect it, such as acceleration, weapons disabling, and damage resisting.

Buttons (button)
As I mentioned earlier, what does a button do. in the game, you have a command Panel (bottom right corner). Each button corresponds to a button object, which describes its icons, prompts, shortcuts, and names.

Actors)
This is a complex and important thing. It represents all the things you can see, such as models, grids, lifecycles, and selection ranges. A unit without an actor is displayed as a white ball.

Actor is the most tricky for beginners. It has an events field associated with an event trigger. in one of my maps, I use the actor's events to achieve a behavior color-changing function for the unit.

If I want to develop an AOE skill, the unit for accelerating all the ranges is 15 seconds. Can you tell how these types are linked? I will make a ability (with a button of course ). this ability is of the effect-target type, and its effect is a search effect, which searches for friends in the specified target radius. each searched unit will apply an effect ("apply behavior" type), which will apply a custom "buff" type behavior, its function is to increase the moving speed.

Summary

Now you have the foundation to learn it by yourself? The best way is to look at the Object Browser and understand how these things work. then make your own ability. even if it takes you half an hour to make it run, it will feel pretty good.

If you think an ability is too complicated, ignore the actor, sound or something and focus on Behavior and effect, and the relationship between them ..

Http://starcraft-2-galaxy-editor-tutorials.thehelper.net/tutorials.php? View = 167683 Note: some types of names will not be compiled, so that words do not show up.

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