And that was it.
It's more sophisticated in SC2.
In StarCraft2 it is all more complicated. You can't just do that to a regular melee map. Also, adding the unit is not as simple. First, you need to edit the unit's Train ability, and second, you need to update its command card with the changes.
1. Setup: enabling dependencies
2. Abilities: editing the Train ability of a building
3. Command cards: making the new trainable options visible in the game
First of all, if you try to edit an existing melee game, you will see that those units aren't there.
That's because of the dependencies.
Whenever you make a new map, you pick them huge sets of units that will be used. Melee games use the Melee dependencies
, while custom maps probably use the Campaign
ones. You either start from scratch or Add Standard
and then proceed with the abilities.
is now here, waiting for us to enable it. To do so we first need to change the train ability of the Command Center
2. Modifying Train Ability(s)
Open the data editor and find the Abilities
data type. Then, search for Command Center
and find the Command Center - Train (Command Center)
There is a list of abilities that the Terran Command Center has. You will notice that a lot of the unit functions from Wc3TFT are now abilities in themselves (e.g. Attack
). Which means that although hp and armor are still modified from the unit, the attacks and spells are modified through the abilities. The Train
ability you see is the "Units Trained
" field from the WorldEditor with some extras.
Now, we will change the units that are trained. For some reason, the list of units trained is not made clearly visible. But it's there. On the right, find the Ability - Info +
field and double-click.
When you do, you will see them. There's the location in the train list, the button (the icon) used and the specific unit that can be trained.
So if we want the Command Center
to train more units, we will need to add them from here. Double-click on the next line. This will open the window with all the various parameters you can adjust. For now we will look at the button, requirements, time and unit.
First you see the Info - Button - Default Button
field. This selects the name of the button for building an Odin
. Find the one called Build Odin
and select it.
Next, go to the section called Info - Button - Requirements
. This field deals with the techtree requirements of the Odin
. If it is empty, the Odin will be available from the start and if you manage to get the resources for it, you could try an Odin rush. However, I'll make it more feasible and make it necessary to have a Factory.
You will see the field Requirement
change as we pick the new requirement from the list. It is possible to have only 1 requirement, but you can always go to the "Requirement
" Data Type section and make one of your own that includes all the different prerequisites that you need. If you choose to make your custom requirement, it will automatically appear in this list when you come back.
Next is the time it takes for the Command Center to build the Odin. In WorldEditor this was determined through the unit itself, on the unit page, but here it is through the train
ability. Thus, different buildings may take different amounts of time to train an Odin. In our tutorial, the Odin
will take 120 seconds to train.
Finally, it's the Info - Unit
field where the actual unit that will spawn is determined. To add Odin
, click on the green "+X
" button and select "Odin
." Odin is now produced.
To finish the changes, click OK. The Object Values
screen now has an Odin
in it, that takes 2 minutes to train and is only available if you have a Factory
I, for one, prefer the default green to the old default magenta for highlighting modified fields.
With this, we are done modifying the ability. Now, the Command Center is capable of building Odins. Ouch. (To be precise, any structure that has the "Command Center - Train (Command Center)
" ability will from now on be able to do that, so you can give the Sensor Towers this ability and they will be producing SCV's and Odins, too.)
3. Adjusting Command Cards
If you decide to try this out at this point, you will be disappointed. It all looks the same way as a normal melee game. In Wc3, if you changed the Units Trained
field, you'd be seeing the new ones by now. In SC2, there is an additional step, which is about changing the command cards.
The command card of any unit is just that - the rectangle where all the buttons are located. In Wc3 it updated automatically depending on what abilities you gave the unit. In SC2 the command card may not correspond to the abilities that a unit necessarily has. Once you have changed something, you have to update the command card manually. Steel already made a tutorial about modifying the command cards - LINK
- but I'll go over it again.
Go to Data Type: Units
and find Command Center
. At the top you will see the "Ability - Command Card +
Double-clicking opens this window, where you add every new thing its own special button so that the command card is up-to-date.
We need to add a button for the Odin. We will pick one of the white squares (white = empty) and put an Odin
button. Click on one and then find the green "+X
" next to the "Buttons
Click on the "+X
" and a list with buttons will appear. Find the one that says "Build Odin
" and click OK.
Below that, there's four fields to fix so that the newly added button will work properly and build an Odin for us. These are the values you should give them.
NOTE: You should begin from "Command Type:
" or you will be seeing blank fields for the other two.
Once you're done, Terran players in your map will be able to make Odins from their main bases once they get a Factory.
Before I finish, here's some things to bear in mind.
Because command cards are specific for every unit, you will find that once you upgrade your Command Center, the Build Odin
button will be gone. That's because you need to go to the editor and update the command cards for Planetary Fortress
and the Orbital Command
as well. Here's how they normally look like - they need a new button for the Odin.
abilities control the time to build/train/warp/morph something, but the minerals and gas
it costs are found in the specific units' own pages. Look at that...
Imba, isn't it?
Back to the Train
ability, it is possible to train multiple units at once. To do so, remember the Info - Unit
list on the bottom of that last screen. There you added units to the final product of the train ability. You can add more than one unit and if you do, using the train ability will produce that many Odins. Here's how to mutate into a couple of scourges as in the old Brood War:
You can also add combinations of different types of units to the list, and spawn teams of units instead of single marines/firebats/marauders. All this allows for more work around the editor but also much, much greater control over things without having to worry about a single trigger.
training campaign units starcraft 2 ii star craft making campaign units building campaign units morphing campaign units morphing into campaign units warping campaign units warping heroes warping campaign heroes
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