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Starcraft 2 editor tutorial
Starcraft 2 editor tutorial













The index is an Integer whereas the Id is a string. Each Instance can have an unique index and an Id to identify it. After that you define Instances which are like rows in a database. Then you define its Fields with its types. At first you have to create a new ‘User Type’ in the Data Editor. (In fact Starcraft 2 does translate your triggers to galaxy script and compiles it, so your data is indeed hard coded) StructureĪn ‘User Type’ is a Data Entity like an Unit. In programming terms, using the Trigger variables and defining them via Triggers is like hard coding your data. The benefit of using ‘User Data’ is the separation of your trigger logic and your data. ‘User Types’ are like Records in the Trigger Editor but you fill them right away like creating a new Unit. You can create ‘User Types’ in the Data Editor and fill those with your ‘User Data’. You can do so, but that can end in a mess.Ī better way is to use the ‘User Data’. Then you are most likely tempted to put that information into triggers and their variables. data for your quests, or which wave will contain how many of what unit. But in some cases some data is left you don’t know where to put it, e.g. When you start making maps or extensions, you create all of your specific Units and Behaviors. This article is based on the Starcraft 2 and Galaxy Editor version Heart of the Swarm 2.1.1. The topic is ‘User Data’, a way to store your map or extension custom data. But still if you used it, the Galaxy Editor has many new features. Especially if you never used the Warcraft 3 Editor before, the Editor is very overwhelming. Doing so is quite difficult because there are very few tutorials and no official documentary.

#STARCRAFT 2 EDITOR TUTORIAL MOD#

I am recently working on an Extension Mod for Starcraft 2.













Starcraft 2 editor tutorial