Because of this linked functionality, whenever the effect tree of an ability is changed, the corresponding data collection and its data entries will automatically be updated.The data collection system can automatically search the entire catalog to find any data entry whose id starts with the id of the data collection followed by the character, It will then automatically add them into the collection. Data collections make use of a new key character, in naming child data entries.The data entries of a data collection can either be set manually or be auto-populated.Changing the id of a data collection will also change the ids of all data entries in the collection.Deleting a data collection will delete all data entries in the collection.Example: Copy the Blizzard collection and set the new data collection name to be Activision Blizzard. ![]() The editor will also set all linked fields such that the new data entries all point to their new counterparts. The editor will then duplicate every data entry within the collection and name them accordingly. For example, when copying a data collection, users will be prompted to provide a name for the new collection. When copying, renaming, or deleting a data collection, the editor will intelligently apply the same action for all data elements in the collection.A collection can be thought of like any other single piece of data such as a unit, ability, or upgrade. A data collection is a new type of catalog that allows users to declare and group a set of data elements in a collection.The “Campaign” genre does not currently show up in the genre dropdown in-game, but you can still see these maps in your “My Published”.A new “Campaign” genre has been added that can be assigned in the Game Variants menu.It is recommended that the first map in the chain contain the asset dependencies required for all other maps that can potentially be transitioned to in order to reduce load times between maps.Map Slots must be assigned in each region individually.“Map Slots” are assigned in the Manage Published window by using the “Assign Map Slot” portion of the right-click context menu on a published map.A new function has been added called “Online Map To Map Load”, which allows the author to load an assigned “Map Slot” for all players and assign victory and defeat to different player groups.The two maps involved in the transition must be published by the same author. ![]() ![]() StarCraft II now supports transitioning a multiplayer lobby between two maps.So please try publishing your custom maps to the PTR and let us know if you run into any issues or strange behavior on our PTR forum.īefore you start: Please do not to forget to backup your maps before you try them on PTR as PTR is meant to be experimental.Īlso: Please keep in mind that while War Chest XP can be earned on the PTR, progress will not carry over onto the other regions, and most rewards from the War Chest will not carry over from the PTR. It is critical for us to get feedback about how your maps are behaving with these changes. This is the largest Editor update we've ever made, and we're excited to hear what you think! Below is an overview of some of the exciting new features. ![]() We encourage map makers and mod makers to jump in, explore, and send us your feedback as we’re always interested in adding more exciting changes in the future. We have also expanded the SCII Editor’s capability even further. As such, we’ve absorbed elements from the Warcraft III editor designed for ease of use without sacrificing existing capability of the StarCraft II Editor. This patch aims to address this feedback without losing depth of customization. Since Wings of Liberty, your feedback has been consistent: The Editor should be easier to use. We’re excited to announce a major update to the StarCraft II Map Editor!
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