SCM Draft Features

I’m not sure if these things would be plausible, but looking through SCM Draft, there are still many limitations on what can be done with UMS maps. I am wondering if there is potential to allow these options in the editor:

  • Give a unit more specific commands, like ordering Zerglings to borrow, spellcasters to use a certain spell if there is a viable target present, or workers to construct a specific building.
  • Allow us to modify unit stats to a deeper degree, like assigning them a new portrait, new voices, changing their movement speed, and changing more properties of their attacks (range, type, attack speed).
  • Allowing persistent spell effects, like a psionic storm or the High Templar’s afterimage. We can place them in the editor now but it seems they don’t show in-game? If they could, some neat effects could be created.

I just wonder if after all these years, these types of functions are still out of the question for an editor program.

Number 2 can be done with EUD3 Editor. Number 1 can be done with EUD scripting, of which I know 0 and I suppose Number 3 can also be done with EUD scripting. Anyways, if you use EUD in Remastered, you lose the ability to save file while playing and if you win, the game doesn’t register it as a win

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So that means if a map is made or edited in EUD3, it would have those restrictions when playing in Remastered?

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The answer is yes. Just adding one EUD to your map will break the score screen, as it happened to me.

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Adding to what Savora said, it also means that you can’t create campaigns, because as the game thinks you lost, you can’t advance to the next specified scenario.

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Darn, well that quashes any plans I may have had. tl;dr was thinking of an SC1 “demake” of SC2’s campaigns, but yeah, if the advanced editing required for that wouldn’t be feasible, ah well.

Many years ago I was pretty into reverse engineering the StarCraft map format. Long story short, there’s no way to set these kinds of properties directly within the map, and no trigger action to give those orders. The unit definitions themselves don’t support any of this stuff for units you have placed around the map. Many of these things, like portraits and attack range etc., are defined in the unit.dat file in the game files. Every editable unit property is exposed in the inspector window. As others have stated here, you’d need to use EUD triggers, which has the issues mentioned here.

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