Staredit Network > Forums > Portal News > Topic: Blizzard Editor Q&A 2
Blizzard Editor Q&A 2
Sep 23 2010, 5:33 pm
By: ImagoDeo  

Sep 23 2010, 5:33 pm ImagoDeo Post #1



Quote from Lylirra
Q. (Kaelmis) - Do you plan to fix the order of dependencies? If you load all 4 at the same time, which most new people do, the campaign usually doesn't work. Basically, people have to know that the order of dependencies matter (I don't see why it should matter), and the default arrangement you give them doesn't work so they get all confused: "I loaded the campaign dependency, but it didn't actually load the dependency...."

A. Dependencies should work correctly in 1.1.0 and will receive additional improvements in later patches.


Q. (Kaelmis) - Can you make the item system better? When buying from a shop, it seems like the items don't always enter the hero's inventory, but get dropped on the ground. When a hero dies, he always drops his items. I am sure that is nice for some maps, but others want heroes to keep their items on death and making a trigger do that isn't always perfect.

A. Heroes dropping items when killed will be fixed in 1.1.0 and will also have their items stored in banks.


Q. (Kaelmis) - I see data field to share a fraction of kill experience with nearby players, but what about kill resources?

A. We'll look into adding support for this in a future patch. Good idea :)


Q. (Kaelmis) - Is there a way to modify the mover for a specific unit, not the entire unit type. The only way I have found to modify the mover is through the catalog set value trigger but that would affect all units of the same type.

A. We try to limit per-unit attributes for performance reasons so it's not likely that you will be able to change the mover for a specific unit unless there is a strong need for it. It can already be changed with upgrades and CatalogFieldValueSet, so there is already some flexibility available. Feel free to provide more justification if it's really important for your project.


Q. (Kaelmis) - I have an item shop that I want to sell hero specific items. How do you make requirements of these items based on the player trying to purchase the item, such as if that player owns a specific type of unit?

A. We'll look into adding support for this in a future patch.


Q. (Pan) - I got a question that I've been trying to figure out since the beta: does anybody know how to change cliff heights mid-game (triggers, actors, abilities, etc.)?

A. Changing cliff levels during run-time would require significant changes and we would only add support for this if there was a strong need for it.


Q. (gamecreator) - What's the proper way to load one published map from another after victory?

A. This is currently not supported, but we are planning on adding features for multi-map campaigns in future patches.


Q. (gamecreator) - I meant to also ask: how do you transfer data between two maps (like which upgrades you took or who lived or died)?

A. You should be able to use the Bank system to transfer data as long as the maps are published by the same author.


Q. (Bibendus) - Are you going to fix the keyboard/mouse control lag? 90% of custom games are ruined by this.

A. We will be improving keyboard and mouse control in a future patch, but we can't match the responsiveness of an FPS game with an authoritative server. Keyboard-based unit movement should be as responsive as issuing move orders with the mouse after these changes.


Q. (Bibendus) - Are you going to add missing triggers that existed in the wc3 editor like change terrain cliff height, change terrain texture, revive unit and tons of other things I don't remember?

A. Specific missing triggers may be added as needed or as suggested by the community. We can't just copy-paste the code from Warcraft III, so we'll only add triggers that provide a lot of value to mapmakers.


Q. (Bibendus) - Are you going to add a feature to store banks on server so they can't be viewed/edited/corrupted by users or concurrent maps?

A. Bank protection will be added in a future patch to allow mapmakers to prevent users from modifying their bank data (optionally).


Q. (Bibendus) - Actually it's impossible to make a good custom sound and music looping layers mixing because ingame timers are imprecise. Are you going to fix that?

A. You should be able to layer different sound files for in-game music using the Soundtrack data. Can't really help more without specific details of the problem.


Q. (Mak) - As well, why is it so buggy? It crashes a LOT, and if it doesn't crash, the maps created make SC2 crash.

A. Please file bug reports for reproducible crashes. Fixing these type of issues is very important to us.


Q. (Tyde) - Is there a way to change the requirements of an ability with triggers? Say the Overlord's Generate Creep ability?

A. You can't change the requirements directly, but you could create a separate ability and control which was shown on the command card. Requirements have both a Show and Use section, allowing you to set up different conditions for whether it's shown and whether it can be used.


Q. (Enofel) - So basiccly that basic layout of my map is a huge circle, which I want to be circular perfectly and exactly in the center. How would I make this?

A. You can turn on the grid in the View -> Show Grid menu to help line it up perfectly. We'll look into increasing the max brush size since it does seem somewhat arbitrary.


Q. (chriscisso) - We should be able to rename any Id on duplicated or copied units.

A. There was a bug preventing ID changes on duplicated units until the Editor was reloaded, but that should now be fixed in 1.1.0.


Q. (chriscisso) - We should be bale to edit data on any unit regardless of were it came from, I cannot seem to edit the liberty units, if I am missing a setting let me know.

A. You should be able to edit Liberty data, except for certain cases where you have the "Display All Object Sources" option enabled (it's the second button next to Data Source dropdown). Basically, you can't edit data except for the top-most source, which is not obvious to the user and we are looking at ways of improving this feature.


Q. (chriscisso) - If we overright images in our map, make sure they always are used in Test maps and On Battle net for the creator, other users don't have this problem, but creators of the map do. Cacheing Issue maybe?

A. If you could enter a detailed bug report for this issue we will look into it.


Q. (chriscisso) - When we go into a property menu there should be a filter option for lists of items so we can just display custom items and such.

A. We're looking into adding a way to filter huge dropdowns since they are a bit unwieldy at the moment.


Q. (Mephs) - Is there a validator that can check the number of charges on an ability left?

A. This sounds useful and we'll look into adding support for this in a future patch.
Source: http://us.battle.net/sc2/en/forum/topic/627976600#2

Post has been edited 3 time(s), last time on Sep 23 2010, 5:44 pm by DevliN. Reason: Odd edit bug remove apostrophes



None.

Sep 23 2010, 5:58 pm The Starport Post #2



Quote
Q. (Pan) - I got a question that I've been trying to figure out since the beta: does anybody know how to change cliff heights mid-game (triggers, actors, abilities, etc.)?

A. Changing cliff levels during run-time would require significant changes and we would only add support for this if there was a strong need for it.
Yeah heaven forbid they actually make a 3d game with that thar fancy 3d enjin day b usin. :hurr:


Just how hard would heightmap manipulation really be to implement, anyway? :ermm:

Post has been edited 3 time(s), last time on Sep 23 2010, 6:04 pm by Tuxedo-Templar.



None.

Sep 23 2010, 10:51 pm Jack Post #3

>be faceless void >mfw I have no face

Cliffs aren't heightmaps, they're models. Scaling them up would look weird, so that's why it would be hard to implement.



Red classic.

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

Sep 23 2010, 11:14 pm Ahli Post #4

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

I would guess that that guy wanted to talk about changing cliffs in general during runtime like lowering the cliff at some point.

I would say that it would be totally possible to change terrain during runtime, but that may cause bigger lags through loading times (like in the editor).

Looking weird shouldn't be a problem because the map creater isn't forced to use that feature.




Sep 23 2010, 11:21 pm The Starport Post #5



What about non-cliff hill terrain, though? That's basically heightmap stuff, right?



None.

Sep 23 2010, 11:33 pm Temp Post #6



You can change non cliff hill terrain using a terrain deform actor, it is kind of limited since you can only raise/lower terrain at a point (so you cannot easily make a lower square but it should be possible).



None.

Sep 23 2010, 11:37 pm Ahli Post #7

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

Quote from name:Tuxedo-Templar
What about non-cliff hill terrain, though? That's basically heightmap stuff, right?
Could be and I don't see the difficulty to change that except that you may have to render the whole terrain again. They basically need to use the editor functions. I'm currently expecting that the same data is used to display the terrain in the editor and in the game.

Heighmaps are only a "efficient" way to store many information (color information @pixel) and atm, Actors can tinker with normal heigh already...




Sep 24 2010, 7:14 pm NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

So when you can create a depression during runtime can you also fill it with water from a nearby lake? Or flood a region when the terrorists bombed the dam or something like that?




Sep 24 2010, 7:37 pm ImagoDeo Post #9



Quote from NudeRaider
So when you can create a depression during runtime can you also fill it with water from a nearby lake? Or flood a region when the terrorists bombed the dam or something like that?

Yes.

In fact, there are already in-game effects that modify the heightmap. One such is the Automaton X300 or whatever it is. Try it on any map that has some - click on it until it explodes, and walk a unit into and around the resulting dimple in the terrain. A friend and I discovered this quite by accident on the 2v2 map War Zone.

So yes, of course, you could do such things. And even without triggers.



None.

Sep 24 2010, 7:41 pm Ahli Post #10

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

Quote from NudeRaider
Or flood a region when the terrorists bombed the dam or something like that?
For that I would use 2 different water sets... (at least you can place multiple, different water squares in your map) and raise the water level of the second one.
Unfortunately, the water squares can't be stacked afaIk and their brush size can't be changed (basically you have a grid on the map and can only put water in some squares)...
So the dam would have to be on a border of that water...

I didn't test this... this only reflects what I think to know. So it may be wrong...




Sep 25 2010, 3:34 am UnholyUrine Post #11



Wow... this is so.... boring?

Something "official" from Blizzard... you'd expect them to be a lot more diligent...
I don't know, guys... I can't say much, because i don't have sc2 or messed with the editor...
But this Q&A is very plain... . w/e.



None.

Sep 25 2010, 4:05 am Temp Post #12



The actual questions they picked were much better than the last Q&A but they didn't really provide any good answers.



None.

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