I am trying to make a data mod that changes the game to my preferences, one of things I’d like to try is to change the worker count back to 6. This seems to be defined under the “races” data category, but in the void.sc2mod data it is still 6, and the main buildings have 10/11 supply.
If I change these values to anything other than 6 and 10, it is applied in the game when testing the map, but if I change them to 6 and 10, the changes get deleted and the in-game values become 12 and 15.
At some point between the void.sc2mod and actually playing the map, the value gets changed. Since the editor deletes changes that are “the same” as the base data, I can’t change them to what I want. I can change the values to anything else, but not to what I want.
How do I force a data change even if it’s “identical”? Or alternatively, how do I load the phantom data that gets loaded inbetween void.sc2mod and the actual game, into the editor?
In my case I ran it through triggers. I still need to be able to publish to make sure it works properly, but anyway here’s what I did:
- I have dialog items controling how many workers I need at start. If the amount is different, the trigger executes a search (Pick Each Unit In “Find Units), deletes workers and creates the amount I ask at Start Location.
Hello,
i assume the “supply” is your problem, you can fix this by doing this:
Testing Purpose:
First change the main building supplies into 0. (Terran HQ gives 11)
If the game doesnt allow you through the editor categorys, use a trigger like this:
Btw a Map Initialization only performs 1 time at the start of the game so it can be changed!
Events:
Map Initialization (Can be a timer aswell)
Actions:
Player - Modify Player 1 Supplies Made: Set to 0
Next you can do is:
Make a Trigger using at Event, in this case Player 1
EVENT:
Unit - (Your Unit Type) Enters (Entire Map)
Conditions:
(Owner of (Triggering Unit)) == 1 (You have todo it for every player)
Actions:
Player - Modify player 1 Supplies Made: Add 6
Advanced Purpose: (which i use on my maps)
A Timer which helps you indicate how much buildings you have.
(Sometimes your buildings get destroyed thats why i use a timer(there are other ways aswell to perform that))
Events:
Timer - Every XX.XX seconds of Real Time/Game Time
Actions:
Player - Modify player 1 Supplies Made: Add (“Variable/Integer which should increase Supply” * (Number of Any Units in (“Your Unit Type like HQ or Supply Depot Variable”) units in Entire Map owned by player 1 matching
(change to “set” instead of “add” if you don’t want to add more and more after timer is expiring)
No need for conditions here because the Action already checks player owners.
Okay I figured it out, melee maps need the “void.sc2mod” dependency to be melee maps, but the real data is in “void (multi).sc2mod”, which gets changed in when a melee map is loaded instead of the real dependency. When you change to this dependency and reload the map then all the data is then the proper melee mode data and you can start editing it.
I have no idea why it would ever be set up this way, it’s really dumb. Let the dependency be what it really is instead of magically changing it around at load time.