Staredit Network > Forums > Portal News > Topic: More Editor Q&A From Blizz
More Editor Q&A From Blizz
Oct 19 2010, 7:29 pm
By: ImagoDeo  

Oct 19 2010, 7:29 pm ImagoDeo Post #1



Quote from name:Lylirra
Q. (Turel) - Is there a validator to recognize when you cast any spell? I need something like this to remove a cloak behaviour whenever a unit or hero casts Any spell .

A. You can accomplish this by combining the Unit Compare Order Count and Unit Order Queue validators. You want to set the behavior to disable if the order count is greater than 0 and the order that's queued is not move or attack.


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Q. (Turel) - Currently the veterancy share filters are bugged, meaning they share to enemy from your kills, The filters simply just dont work.

A. Veterancy share filters will be fixed soon along with other improvements like gaining XP from kills made by a unit that doesn't have a veterancy behavior.


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Q. (Turel) - Can i get a validator to prevent items from being purchased when your inventory is full?

A. I believe you could use the Unit Order validator to validate that the unit can issue a Take command. However we'll also look into adding validators specific to inventory functionality.


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Q. (payne) - Why don't you allow map-makers to literally draw custom regions?

A. We're aware of the limitations of the current region shapes and are planning on improving this in the future.


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Q. (payne) - Why don't you give map-makers more tools to customize the No-Fly Zones?

A. No-Fly Zones are not intended to be as flexible as ground unit pathing and were added to prevent air units from clipping through tall doodads. We may extend it in the future based off the needs of our designers and feedback from the community.


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Q. (payne) - Why don't you allow map-makers to detect if a unit is within a region instead of just letting them detect if a unit entered or left it?

A. Use the Unit in Region trigger function to check if a unit is within a region.


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Q. (ZeroAme) - Can you please add support for users to create/use more then 3 cliff heights.

A. We'd like to allow more than 3 cliff levels for map makers and will add support for it if we have time.


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Q. (ZeroAme) - Would it at all be possible to make it so water can be bent or painted almost like terrain so that we can have a river that say goes from a body of water, down hill, levels out and then back into another body of water.

A. Our current implementation of water is optimized for rendering. It would be much more flexible if water was a more important part of StarCraft. To achieve the look you are describing, it would probably be best to create a custom model.


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Q. (ZeroAme) - Is there any way to make a mod that would allow, or map that is larger then 256x256 and would it be playable on b.net?

A. The game is optimized to play 256x256 maps and increasing this limit would affect performance as well as require significant development time. We're aware of the desire to create larger maps and would like to support it but it may conflict with other needs.


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Q. (Riley) - Could you please add an ability flag that will allow an auto-cast ability to interrupt a directed attack order?

A. Could you more specifically describe the problem you are trying to solve? We could support if it was important, but adding a flag like this wouldn't be trivial amount of work. You also might be able to emulate this using triggers.


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Q. (Khalint) - Can we please get the ability to hide units and doodads by player, and perhaps hide terrain in a region?

A. We'll look into adding support for per player actor visbility. Generic per player actor properties would work too but may require too many changes to the current system.


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Q. (Ardnived) - Is it possible to easily rotate doodads in three dimensions for the purposes for terraining? The only way that I have found is through Host Site Operations, which I can't seem to get to work anyways. In warcraft 3 we had Roll and Pitch which was reasonably easy to work with, but I cannot find anything similar to that in the Data Editor.

A. You should be able to rotate a type of doodad by using Site Operations, but we are also considering adding support for per-placed doodad pitch and roll.


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Q. (PointBlank) - Why is there nothing to change unit attributes (Heroic, Armored, Biological) in the data editor, editing/adding more such as changing "Armored" to "Heavy" or adding another like "Immortal"

A. You can rename the unit attributes in the text editor by modifying the strings that begin with e_unitAttribute. Certain attributes will still affect in-game functionality like the Structure attribute.


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Q. (Wakeman) - Can you add some kind of "unit / ability creation wizard" to the editor in the future?

A. We've considered adding a unit wizard to the editor frequently and have generally decided to focus on improving the existing UI for editing data instead. However, we're still planning on adding a simple unit wizard in a future patch.


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Q. (Roanari) - How about triggers allowing you to change some of the properties of effects?

A. You can already change certain fields of effects using the Catalog Field Value Set trigger, or the upgrade system. Let us know if there are specific fields that are important to be able to change through triggers.


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Q. (Skittles) - (How do I...) Set animation speed for all animations.

A. You can use the Set Time Scale Global actor message to control animation speed for all animations.


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Q. (Skittles) - (Any plans to add...) Holding shift while painting in the terrain editor to make straight lines.

A. We're planning on adding this feature in a future patch.

Sources:
http://us.battle.net/sc2/en/forum/topic/627976600#11
http://us.battle.net/sc2/en/forum/topic/627976600#12
http://us.battle.net/sc2/en/forum/topic/627976600#13



None.

Oct 21 2010, 5:11 pm Temp Post #2



I am glad that they are starting to get to questions that most people would find difficult to answer on their own, there is still a lot of we will add support for this in a future patch though :/



None.

Oct 21 2010, 5:58 pm ClansAreForGays Post #3



Props to payne!




Oct 21 2010, 9:03 pm payne Post #4

:payne:

Quote from ClansAreForGays
Props to payne!
Roy got a question answered too, but it was part of the last Answers Batch.
Btw, my 3rd question was more complex... they have cut it and now it looks stupid. :(



None.

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