123dominico you can change the damage of irradiate and plague using Set Weapon Damage, you should be able to select plague in the list of weapons as well as irradiate.
I was messing around with this yesterday and was able to change the splash radius of plague.
You can also use Set Weapon Effect and change the effect of plague making it a whole differnt spell.
I have been having trouble making the "Permanently cloaked" check box in advanced properties actually cloak the unit.
I tried giving it to units, and removing it from the dark templar but no change occurs.
Are there more steps to making this work that I am missing?
All (or virtually all) advanced-property changes take effect on
units created after the fact. It does not affect units that already exist at that moment. "Sprite", "Flingy", and "Image" properties also behave like this.
Also a note on weapon effects - virtually all "weapons" and spells in the game data can have their graphics or effects changed. A few limitations exist though.
Can you tell me how to modify the movement speed of a unit?
I did not understand how to do it.
Exploring this editor more, I discovered that many crazy things can be done.
Ghost attacking with psi storn for example. I plan to donate 10 dollars to the creator for his hard Work
In addition to the range of attack, it is possible to edit how far they can detect enemy units and automatically attack enemies?
None.
Regarding movement, this editor doesn't explain the "movement control" property. All air units have this set to 0 (aka "Flingy"). Almost all ground units are set to 2 (aka "Iscript"). Iscript mode is not affected by top speed, acceleration, etc. However, setting the control to Flingy allows the unit to be affected by those properties.
In simple terms: set the Movement Control to 0 if it isn't already. Then you can play with other properties.
(once again, no effect on
pre-existing units)
In addition to the range of attack, it is possible to edit how far they can detect enemy units and automatically attack enemies?
Yes, this is the "Target acquisition range" setting, next to Sight on the Basic tab for the unit in DatEdit.
None.
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I plan to donate 10 dollars to the creator for his hard Work
Meanwhile, the creator is still starving...
Post has been edited 1 time(s), last time on Mar 15 2019, 3:27 pm by T-warp.
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Wow, this is very impressive. I am going to try to learn this. What does "safe" and "unsafe" mean in this context?
Safe means that what you edit will end up edited in game exactly like in the editor (set weapon to this weapon). Unsafe however means that you can adjust a single value in the set, but you must guarantee correctness of the initial value (set weapon to the next one).
It has nothing to do with desync
Hello! I've only been trying the editor but I have a couple of questions.
1. Will the edited maps work as a part of a campaign? (when I replace the stock campaigns in BW with my own .chk files)
2. I can edit a great multitude of unit properties on the go but not the sounds a unit uses? (pardon me if I missed it among the other actions). I see I can edit a portrait set used but I'm aiming to customize a sound set for just one mission, effectively creating a new hero unit.
Trial and error... mostly error.
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Hello! I've only been trying the editor but I have a couple of questions.
1. Will the edited maps work as a part of a campaign? (when I replace the stock campaigns in BW with my own .chk files)
2. I can edit a great multitude of unit properties on the go but not the sounds a unit uses? (pardon me if I missed it among the other actions). I see I can edit a portrait set used but I'm aiming to customize a sound set for just one mission, effectively creating a new hero unit.
I have no idea tbh. Look through the EUD database if there is anything sound related. You can probably emulate conditions that trigger sound and play your own sounds.
Post has been edited 1 time(s), last time on Jun 14 2019, 8:04 pm by T-warp.
Math + Physics + StarCraft = Zoan
There is no direct way.
A work around however would be to mute all unit sounds made when you order them around (this is just a standard trigger, no EUD required), then using EUD's make triggers such that when you select your hero unit it plays a random .wav sound you want, then also have have triggers for when that hero unit is selected and you order it around to play the other .wav files you want.
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
modding
modding
Sure, but I wanted a mini-mod within a mod. Well, no big deal, I'll find a way around that.
Trial and error... mostly error.
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Added text trigger editor for the lulz. There might be a few actions I missed during tests, so if you find stuff that doesn't work yet (doesn't compile) post the map here.
Hi folks, I'm back and trying to adjust the range to initiate a unit attack, but can't, I any advice? ,for a map, not a mod
None.
I believe target acquisition range is the property you're looking for, and IIRC T-warp's editor unfortunately doesn't allow you to edit this. I started using EUD Editor, then EUD Editor 2 for that very reason in fact.
This looks amazing, thanks for this, might help a semi decent map maker who knows very little about using EUD's to actually get started using EUD's! Thanks!
Bug report: When injecting triggers into a map, existing Memory conditions/actions with masks lose their masks. Makes the injection feature practically useless for sophisticated EUD trigger systems.
None.