StarCraft II Editor Tutorials
Classic Tutorials
01 Terrain Module
Part 1
Introduction
Before we get started
Create the Terrain
Cliffs
Textures
Height
Water
Road Tiles
Foliage
Part 2
Drop in Some Doodads
Doodad Controls and Filtering/Searching for Specific Doodads
Doodad properties
Part 3
PLACE SOME UNITS
UNIT TYPES, FILTERING/SEARCHING
UNIT PROPERTIES
Part 4
PLAYER PROPERTIES
Part 5
MAP PROPERTIES
INFO
OPTIONS
BOUNDS
TEXTURES
LOADING SCREEN
02 Trigger Module
Part 1
End Result
Introduction
Before we get Started
I. Setting up View Options
A. Show Subviews
B. Hide Libraries
C. More Options
II. My First Trigger - Victory and Defeat Triggers
A. Defeat Trigger
B. Victory Trigger
C. Folders
Part 2
III. TRIGGERS THAT USE REGIONS
A. Placing Regions
B. Entering Ultralisk region causes unit to unburrow
C. Entering colony region causes transmission from colonists about investigating the crops and spawns reinforcements
IV. OBJECTIVES TRIGGERS
A. Discover objective
B. Complete objective
Part 3
V. Triggers that use points
A. Placing Points
B. Ping crops POI
C. Start Locations and Player Properties
VI. Map Initialization Triggers
A. Alliances
B. Turn on Campaign AI so zerg units unburrow
C. Fade into the map and center the camera on our heroes
Part 4
VII. Triggers that use cameras - mission victory cinematic (really simple one)
A. Placing Cameras
B. Play Cinematic
03 Data module
Part 1
Objective:
End Result:
Introduction
I. Navigating the Data Editor
Part 2
II. Changing Unit Name/Health/Armor/Energy
A. To open the Units catalog:
B. Name
D. Armor
E. Energy
F. Test It Out
III. Changing weapon fire rates and damage
A. Weapon Period
B. Weapon Damage Effect
C. Test It Out
Part 3
IV. Modifying a unit's spellkit
A. Abilities Array
B. Removing Command Card Buttons
C. Test It Out
Part 4
V. Adding animations to units
Creating the Event
Creating the Terms
Creating the Message
B. Toss Grenade
04 Misc
Actor cheats
Actor Cheat Concepts
Ref Names
Branch Ref Names
Scope Ref Names
Content Keys
Actor Cheat Usage
Actor Cheat List
Mapmaking: Best Practices in Art and Performance
Doodads
Lighting & Shadows
Painting & Effects
Mastering Mapmaking: Part Two
Terrain
Pathing
Missile Movers
Motion Drivers
Motion Overlays
PHASE TRANSITIONS AND BLENDING
How it Works
Data Configuration
Relevant Catalogs
Mover Data Editing Details
Motion Phases in Detail
The Guidance Driver in Detail
The Ballistic Driver in Detail
The Parabola Driver in Detail
The Throw Driver in Detail
Overlays in Detail
Revolver Overlays in Detail
Supporting Systems
TIPS AND TECHNIQUES
PUBLISHING
PUBLISHING YOUR MAP OR MOD
MANAGING YOUR PUBLISHED FILES
Data Primer
01 Simple Firebolt
Data Primer 1-Simple Firebolt
End result
Introduction
Step 0: Preparation/Data Collections
Data collections - what is it about
Step 1: Missile
Step 2: Ability
Preparing Ability & Button
Adding ability to unit
Step 2-1: Effects
Step 2-2: Actors
Range Actor (minor polish, unnecessary but nice to have)
Attack Actor
Animation/Actor Events
Step 2-3: Other stuff
Button Tooltip
New Tutorials
01 Introduction
Editor Introduction
The Arcade
Capabilities
The Modules
Onward!
Getting to the Editor
Navigating the Interface
Toolbars
Utility Bar
Navigation Bar
Additional Bars
Hotkeys
Map Types
Map Types
Creating A Map
Map Creation Options
Map Configuration
Mods
Mod Types
Mod Usages
Creating Mods
Building A Basic Mod
Adding Data To A Mod
Using A Mod As A Dependency
Map Properties
Map Options
Map Bounds
Map Symmetry
Map Textures
Map Tags
Map Loading Screen
Player Properties
Player Property Fields
Customizing Players
Attachments
Team Placement
Basic Team Placement
Demoing Basic Team Creation
Advanced Team Placement
Demoing Advanced Team Creation
Attachments
Battle.Net Info
General
Screenshots
How To Play
How To Play Screenshots
Tutorial
Patch Notes
Game Variants
Variants - Lobby View
Game Type
Game Attributes
Player Attributes
Standard Dependencies
Dependency Conflicts
The Importer
Finding Help
A Note On Attitude
Community Forums
Building Relationships
Expanding Your Search
Publishing
Publishing Requirements
Publishing Options
File Management
Editor History
02 Terrain Editor
Terrain Editor Introduction
Layers
Terrain Editor Interface
The Interface
View Options
Render Options
Layer Options
Tools
Terrain Layer
Terrain Palette
Brush Options
The Brushes
Foliage Brush
Units Layer
Unit Palette
Placing A Unit
Configuring A Placed Unit
Attachments
Doodads Layer
Doodads Palette
Points Layer
Points Palette
Point Types
Point Properties
Demoing Points
Attachments
Regions Layer
Regions Palette
Region Properties
Demoing Regions
Attachments
Cameras Layer
Camera Objects
Cameras Palette
Camera Properties
Free Camera Controls
Pathing Layer
Pathing Palette
Pathing Types
Lighting
Lighting Details
Demoing Lighting
Attachments
Lighting Window
Global
Tone Mapping
Colorization
Variations
Ssao
Terrain
Regions
Key, Fill, And Back Lighting
Customizing A Light
Attachments
Time Of Day Lighting
Creating Time Of Day Lighting
Attachments
Texture Sets
Terrain Textures
Creating A Custom Terrain Texture
Setting Custom Foliage
Altering A Texture Set
Testing The Custom Texture Set
Attachments
Dynamic Pathing Blockers
Creating Dynamic Pathing Blockers
Placing Dynamic Pathing Blockers
Using Dynamic Pathing Blockers
Attachments
03 Trigger Editor
Trigger Editor Introduction
Elements
Trigger Editor Interface
The Interface
Viewing Options
Actions
Creating An Action
Setting Action Terms
Action Effects & Varieties
Events
Setting Up An Event
Composition Of An Event
Conditions
Preparing A Trigger
Control Statements
Condition Operators
Configuring Your Condition
Attachments
Variables
Variable Scope
Variable Options
Action Definitions
Demoing An Action Definition
Action Definition Parameters
Attachments
Condition Definitions
Demoing Condition Definitions
Return Statement
Grammar & Hint Texts
Using A Condition Definition
Attachments
Records
Creating Records
Referencing A Record Variable
Record Arrays
Data Tables
Data Table Properties
Data Table Actions
Data Table Scope
Control Statements
Loops
Waits
Using Control Statements
Attachments
Dialogs
Dialog Panels
Creating A Dialog Panel
Creating Items Within A Dialog Panel
Altering A Dialog Panel And Its Contained Items
Attachments
Math Functions
Type Conversions
Shared Math Functions
Real Math Functions
Variable Actions
Demoing Math Functions
Attachments
Camera Actions
Camera Actions Listing
Using Camera Actions
Attachments
Text Tags
Text Tag Actions
Using Text Tags
Attachments
Unit Selection Events
Selection States
Selection Flags
Examining Unit Selection Events
Attachments
Ui Events
Performance Concerns
Examining Ui Events
Attachments
Custom Values
Set Custom Value
Get Custom Value
Demoing Custom Values
Attachments
Banks
Bank Actions
Finding Local Bank Storage
Trigger Organization
Folders
Comments
Libraries
Labels
Records
Groups
Tabs
Attachments
Trigger Debugger
Launching The Debugger
Configuring The Debugger
Components Of The Debugger
Variables Tab
Triggers Tab
Threads Tab
Queue Tab
Trigger Profiling Tab
Function Profiling Tab
Activity Tab
Script Code Tab
Setting Breakpoints
Further Debugging Considerations
Analyzing Data
Loggers
Logger Usage
Creating A Logger Within The Editor
Adding Filters
Debug Cheats
Test Document Cheats
Actor Cheats
Optimizing Code
Locating Performance Problems
Optimization In Practice
Resolve Performance Problems
Micro-Optimizations
Multithreading With Action Definitions
Processing In The Editor
Action-Definition Threads
Using Multithreading
Implementation
Multithreading With Galaxy Script Triggers
Multithreading Mechanics
Attachments
GalaxyScript
04 Data Editor
Data Editor Introduction
Data Catalogs
The Interface
Subeditors
Data Visualization
Units
Abilities
Actors
Behaviors
Movers
Weapons And Turrets
Actors
Actor Details
Actor Events
Actor Event Use
Actor Events & Triggers
Actor Messages Rundown
Animation Play
Animation Bracket Start
Destroy
Glow Start
Halo Set Color
Model Swap
Set Opacity
Set Tint Color
Range Actors
Range Actor Details
Range Actors Messages
Range Actor Types
Demoing Range Actors
Attachments
Sound Actors
Sound Actor Fields
Sound Actor Events
Demoing Sound Actors
Attachments
Doodad Actors
Doodad Types
Doodad Actor Details
Creating A Doodad Actor
Setting The Doodad Actor'S Fields
Placing The Doodad
Event Macros
Event Macro Details
Demoing Event Macros
Attachments
Site Operations
Creating Site Operations
Applying Site Operations
Order Of Operations
Site Operations Rundown
Site Operation (Attachment)
Using An Attachment Operation
Site Operation (Explicit Rotation)
Using An Explicit Rotation Operation
Site Operation (Local Offset)
Using A Local Offset Operation
Attachments
Model Data Viewer
Launching The Viewer
Understanding The Viewer
Model Data Applications
Locating Attachment Points
Click Response Behavior
Demoing Click Response Behavior
Setting The Behavior'S Fields
Applying The Click Response Behavior
Attachments
Validators
Validator Details
Validator Applications
Validators Rundown
Combine
Enumerate Area
Function
Location Range
Player Requirement
Unit Type
Unit Filters
Unit Compare Behavior Count
Footprints
Footprint Details
Custom Footprints
Pathing Grid
Creating A Footprint
Footprint Editor
Linking A Footprint To An Object
Buttons
Button Data Fields
Creating A Button
Setting The Button Icon
Setting The Button Tooltip
Setting The Button Hotkey
Adding A Button To A Unit
Attachments
Sounds
Finding Sounds In The Data Editor
Sound Categories
Sounds Detail View
Sound Editor
Play Controls
Sound Group Volume Controls
Sound Properties
Sound Editor Data View
Data Spaces
Step 1. Saving map as components
Step 2. Creating a data space
Step 3. Making editor see data space
Step 4. Transfering data into data space
Step 5. Everything's "(Unknown)" and "(Unnamed)"
Example map
05 Text Editor
Text Editor Introduction
Font Styles
Creating A Font Style
Create Font Style From Template
Applying A Font Style
Attachments
06 Cutscene Editor
Cutscene Editor Introduction
07 Lessons
Display A Variable To The Screen
Building A Dialog
Creating A Label
Timer
Displaying The Variable
Attachments
Test A Mod Offline
Testing A Mod With A Targeted Map
Testing With A Dependency
Export Game Assets
Opening The Archive Browser
Exporting From The Archive Browser
Exporting Ui Layouts
Exporting Trigger Libraries
Exporting Lights
Exporting Components Folders
084 Marketing
Finding Testers
Preparing For A Session
Contacting Players
Organizing Testers
Feedback
Resource Placement For Competitive Play
Map Symmetry
Placement Considerations
Placing Resources
Create An Aura Ability
Designing An Aura
Search Area Effect
Buff Behavior -- Marine Speed Aura
Buff Behavior - Speed Buff
Apply Behavior Effect
Linking The Data Together
Testing The Aura
Attachments
Create Wasd Keyboard Controls
Keypress Ui Events
Key Storage Array
Switch Actions
Keypress Detection Loop
Moving The Unit
Connecting It Together
Testing The Controls
Attachments
Set Up A First Person Camera
Field Of View
Creating The Camera
Choosing Camera Properties
Setting Up The Camera Logic
Camera Smooth Time
Hiding The Player Unit
Testing The Results
Attachments
Basic spellswap system
Introduction
Objective 1 – ability addition test
Objective 2 - ability pickup/swap system.
Part 1 – Preparation/Data
Part 2 – Making pickup unit store ability data.
Step 1 - displaying info when hovering mouse over pickup unit:
Part 3 – Preparing abilities.
Part 4 – Ability Equip/dequip.
Part 5 - Wrap up
StarCraft II Editor Tutorials
Docs
»
404
Page not found
GitHub