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Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by DiscipleOfAdun on 2006-10-29 at 18:31:42
QUOTE(TheNomad @ Oct 29 2006, 04:39 PM)

Edit #2: one other possible theory (which means DoA will hate me). I think "Produces Units" is actually something like "Has ground Exit" or something along these lines, since the only buildings that use them are the ones that need a lot of space to "create" (well training units is more or less like having a location in place of the building and running a Create Unit At Location" trigger with the wait being the queue time so to speak...) and need a lot of ground space. I didn't actually see any changes when selecting and deselecting (unless I was blind), but it seems a good explanation (which might not be used, much like the movement flags). (The bunker has it to unload/load units... I am unsure why transports don't have it but I'll assume that is because they're mobile - lift-off excluded in case of T buildings here). "Morph from other unit" seems more or less accurate as well, and "Pickup Item" as well.

If anyone would like to test more in depth it'd be good (but I doubt anyone else other than me and DoA and BK are in the mood atm tongue.gif)
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tongue.gif I am one step ahead of you here. My very first assumption on 'Produces Units?' was that. However, I found nothing in the exe to support that. I do know that it is used, but I don't know why. I might look again sometime.
Report, edit, etc...Posted by TheNomad on 2006-10-29 at 19:10:38
QUOTE(DiscipleOfAdun @ Oct 30 2006, 02:31 AM)

tongue.gif I am one step ahead of you here.  My very first assumption on 'Produces Units?' was that.  However, I found nothing in the exe to support that.  I do know that it is used, but I don't know why.  I might look again sometime.

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hmm tongue.gif
Report, edit, etc...Posted by BroodKiller on 2006-10-30 at 05:37:00
QUOTE
As for Floats... I believe the description is way too vague and not helpful enough (which might scare people from using it as it is properly anyway). Try being a bit more descriptive like in some of my posts since there is a difference between "disappearing" and being "cloaked" which some people may confuse (and believe it's the same thing)

If you can come up with a better one, but still short and informative, then please do. Seriously, no irony here.

Reference properties - whatever. I like them as they are, and the fact that they don't do anything doesn't mean all of the sudden that we're right in our assumptions of them being actually just designer's hints.

Splitting the Orders tab - forget it. Too much in DatEdit depend on the currently selected tab's ID. Moreover, I don't like the idea and evenmoreover- I do not do things for one person's request.No offense, but there are different people using DatEd, and I want to keep it as versatile as possible, without fitting it into one person's (or even a few persons') needs without a good reason for it.

Reaload Tab - I considered doing this, but eventually I did not, the reason being - YOU ARE SO LAZY!!!!! wink.gif


I must admit that with this release, DatEd is pretty much complete in my eyes. Only some serious events will make me do another update to it. Apart from that, there are other modding areas that await 'fresh blood', right? cool1.gif
Report, edit, etc...Posted by TheNomad on 2006-10-30 at 06:07:29
QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
If you can come up with a better one, but still short and informative, then please do. Seriously, no irony here.

hmm... maybe "It is related to rendering exceptions, for example if unchecked on a unit, it will not be drawn at all when cloaked, but will have overlays of effects and spells" and if you want, you can add a classic "not completely understood" at the end smile.gif I also recommend renaming it as "floats" is ... well weird tongue.gif Considering the effect it has in-game. Maybe rename to something like "Rendering handling" or "Drawing exception" or maybe even simpler, "Draw if cloaked" smile.gif

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
Reference properties - whatever. I like them as they are, and the fact that they don't do anything doesn't mean all of the sudden that we're right in our assumptions of them being actually just designer's hints.

Actually, DoA kinda confirmed that some of them are used by the code internally and don't have any easy-to-see in-game results to me some time ago. He said he doesn't remember which for sure, but I am stalking him to give him my notes and maybe we can get to the bottom of them smile.gif

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
Splitting the Orders tab - forget it. Too much in DatEdit  depend on the currently selected tab's ID. Moreover, I don't like the idea and evenmoreover- I do not do things for one person's request.No offense, but there are different people using DatEd, and I want to keep it as versatile as possible, without fitting it into one person's (or even a few persons') needs without a good reason for it.

None taken. I just thought it'd be easier for a lot of people since more than half of the orders there are more confusing than explanatory, and some might not even tell the difference between "Initialize Arbiter" and "Cloak nearby units" (to those that don't, Init Arbiter is the actual "Cloak nearby units" behavior, while the mislabeled "cloak nearby units" (maybe mislabeled is harsh) is the script itself that handles the fun stuff). This wasn't just for me, but as I said, modifying scripts could make modding even better since all I see on 34857874697 sites are "download my mod, among other things, marines have shields" (which is as original as giving every terran unit shields, double damage and 99999 hp with all abilities researched) and no other new features. Come to think of it, I can think of a few additions (that might even improve unit AI) just by editing the Unit tabs, including the AI scripts. And although I (and a few others) know which is a script, which is an order and which is a behavior, most have no clue and to me it seems to kinda limit modding. As for complicating it, I admit it is a bit ... (maybe more tongue.gif) complicating it, but on the long run, it might be a hell of a lot easier for some. Or at least that is what I think smile.gif
And to make things more attractive for some, it might also help some know where to look for things (e.g. which one of the many Build orders is for a nydus canal, which is for Protoss buildings, which is for Healing units normally etc.) and modify some stuff. And to show off, I made the vulture plant marines instead of mines (yes the marines work normally and can move and attack and stim tongue.gif). OK, you gotta admit THAT is original biggrin.gif

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
Reaload Tab - I considered doing this, but eventually I did not, the reason being - YOU ARE SO LAZY!!!!! wink.gif

ROFL... touché

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
I must admit that with this release, DatEd is pretty much complete in my eyes. Only some serious events will make me do another update to it. Apart from that, there are other modding areas that await 'fresh blood', right?  cool1.gif

Agreed smile.gif
Report, edit, etc...Posted by BSTRhino on 2006-10-31 at 18:51:01
For floats, I would've just said "Draw if cloaked" or "draw when cloaked" personally like TheNomad said, that's how I understand it.

The overlays appearing and not appearing seem like a separate thing to me, since they've got their own "draw if cloaked" checkbox, so I don't think that needs to be mentioned. I think "draw if cloaked" sums it up completely.
Report, edit, etc...Posted by Kookster on 2006-10-31 at 20:48:51
QUOTE
"draw if cloaked"

I agree. I havent found any other behaviors to it. And floats doesnt describe it.
Report, edit, etc...Posted by TheNomad on 2006-11-01 at 05:24:12
QUOTE(BSTRhino @ Nov 1 2006, 02:50 AM)
For floats, I would've just said "Draw if cloaked" or "draw when cloaked" personally like TheNomad said, that's how I understand it.

The overlays appearing and not appearing seem like a separate thing to me, since they've got their own "draw if cloaked" checkbox, so I don't think that needs to be mentioned. I think "draw if cloaked" sums it up completely.
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But the overlays are important imo. Imagine creating a new unit by sacrificing, say the ursadon, adding shadows, overlays etc etc and then realising the shadows and effects don't appear. The reason is because they can't be rendered due to this flag's behavior.

But true, "Draw if cloaked" sounds simple enough, but the description should include both cases (for units and effects).
Report, edit, etc...Posted by wingedcloud on 2006-11-02 at 00:16:16
i might think about uninstalling A3... i still think DE 1.1d is easier to use >< anyways good release, BK, YOUR MY HERO!!!
Report, edit, etc...Posted by Ojan on 2006-11-02 at 12:55:21
Bug found! Rather bad too.

When you click a checkbox so you get a little "selection outline", but do not actually toggle the checkbox's status, and then select another unit / editor and go back, the status of the checkbox HAS changed. This seem to apply to most Units.dat and Weapons.dat checkboxes.

Speaking about Weapons.dat checkboxes, it's called "non-Robotic" and "non-Building", unless I'm completely mistaken smile.gif

[edit=1]Ojan fails.[/edit]

Continuing in orders.dat... Shouldn't the "Group (?)" really be 16 flags? I'll try to see if the property does something when I get time... If it isn't unused, perhaps it's necessary to turn it into flags... If not, it really doesn't matter tongue.gif

In Images.dat: The "Shield Gfx" dropdown box doesn't seem to update according to the number at all.

I still think you should add the unused StarEdit availability flags back sad.gif sad.gif
Report, edit, etc...Posted by TheNomad on 2006-11-02 at 14:27:59
"Can Be Interrupted" means that the worder can't be stopped in the middle of its action to do another. As in, if you want to storm an area but tell the templar to move before he storms, he will move and ignore the storm order, while if you try to turn to a siege tank, you can't interrupt it by moving or pressing stop smile.gif
Report, edit, etc...Posted by Ojan on 2006-11-02 at 14:44:19
Never mind... I realized that I didn't read the description as properly as I should had. Disregard what I said. I fail.
Report, edit, etc...Posted by TheNomad on 2006-11-02 at 15:07:43
QUOTE(Ojan @ Nov 2 2006, 10:44 PM)
Never mind... I realized that I didn't read the description as properly as I should had. Disregard what I said. I fail.
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We forgive you smile.gif
BK don't forget about the other bugs (sounds and units) that I posted on WB pls.
Report, edit, etc...Posted by Kookster on 2006-11-09 at 04:07:56
I got two things to report. One bad one well interesting.

1)When loading mpqs, for dats that are not there the corrisponding tabs will not load. So say theres no orders dat the tab wont load for it or atleast something along those lines.

2)Ok keep in mind I have found this only for spells. When tinkering with Orders.dat I found that emulate does nothing, so long as its a spell thats in it. But to change a spells function you must change the weapon that it uses for targetings explosion. And if you do not use the targeting checkbox it will appear ontop/under the caster unless previesly like that in the dat.

I think I got it all in there but I checked it several times with different types of spells for different races.

So heres an exaple.
I select Maelstrom in weapons.dat I change the explosion to lockdown, it now does lockdown. If i go into the orders dat for maelstrom and change the emulate to lockdown it doesnt change anything. If I change the targeting weapon to lockdown it does lockdown instead.

Got any questions? Please someone go confirm this time Im not mad I swear tongue.gif
Report, edit, etc...Posted by TheNomad on 2006-11-09 at 08:40:37
Yeah, i asked that on WB some time ago and I think DoA told me that it doesn't do anything. I think it is a label, like the unused ones (example: the "tech" one, now labeled "unused" from weapons.dat)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-11-09 at 10:03:16
QUOTE(Kookster @ Nov 9 2006, 03:07 AM)
I got two things to report. One bad one well interesting.

1)When loading mpqs, for dats that are not there the corrisponding tabs will not load. So say theres no orders dat the tab wont load for it or atleast something along those lines.

2)Ok keep in mind I have found this only for spells. When tinkering with Orders.dat I found that emulate does nothing, so long as its a spell thats in it. But to change a spells function you must change the weapon that it uses for targetings explosion. And if you do not use the targeting checkbox it will appear ontop/under the caster unless previesly like that in the dat.

I think I got it all in there but I checked it several times with different types of spells for different races.

So heres an exaple.
I select Maelstrom in weapons.dat I change the explosion to lockdown, it now does lockdown. If i go into the orders dat for maelstrom and change the emulate to lockdown it doesnt change anything. If I change the targeting weapon to lockdown it does lockdown instead.

Got any questions? Please someone go confirm this time Im not mad I swear tongue.gif
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1. This is intentional. If you want the editor, copy a default .dat file into the mpq.

2. Well, we don't know what it does, but emulate does something. I don't know what, but there are a few places the exe uses it. However, as far as we can tell(and you showed with your tests), it doesn't effect what the order for spells actually does.
Report, edit, etc...Posted by TheNomad on 2006-11-09 at 19:40:19
Must have been someone else that told me that Emulate isn't used then. Sorry DoA happy.gif
Perhaps mislabeled.

Speaking of "not doing anything", what does the "Researched" flag in the Tech tab actually do ? According to the name, logic and the hints, if it's checked, then the spell is already available, otherwise e can research it somewhere (or use a grafter to make this command). I'd say YES, except for the fact I gave it on Irradiate and removed it on DMatrix and nothing changed. Is it really used or is this yet another Blizzard label used just for reference ?

Speaking of "Label", seems the one from Orders is put there for laughs as well (according to BK).
Report, edit, etc...Posted by Kookster on 2006-11-10 at 14:57:45
Yeah I noticed that the researched check box does nothing too. So what I do is i just change the requirements for the spell to only the unit casting it and get rid of the research button.

Question does anyone know of anyway to edit a spell? Like I wanted to make EMP shockwave do lockdown to everything it hits from splash. Basicly making lockdown do what maelstrom does but to mechanicle stuff only.
Report, edit, etc...Posted by TheNomad on 2006-11-10 at 15:43:23
QUOTE(Kookster @ Nov 10 2006, 10:57 PM)
Yeah I noticed that the researched check box does nothing too. So what I do is i just change the requirements for the spell to only the unit casting it and get rid of the research button.

Question does anyone know of anyway to edit a spell? Like I wanted to make EMP shockwave do lockdown to everything it hits from splash. Basicly making lockdown do what maelstrom does but to mechanicle stuff only.
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I think the "splash" is hardcoded.
Report, edit, etc...Posted by Kookster on 2006-11-10 at 19:34:01
Once again I say it. All the fun stuff is in the exe darn it disgust.gif
Report, edit, etc...Posted by BroodKiller on 2006-11-11 at 11:22:24
IIRC the researched flag affected the defauly value for a tech in StarEdit, and not in-game... confused.gif
Report, edit, etc...Posted by TheNomad on 2006-11-12 at 00:17:20
QUOTE(BroodKiller @ Nov 11 2006, 07:22 PM)
IIRC the researched flag affected the defauly value for a tech in StarEdit, and not in-game... confused.gif
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Welcome back wink.gif
So I was close tongue.gif
Report, edit, etc...Posted by BroodKiller on 2006-11-12 at 09:30:36
Updated the DLDB links smile.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-11-12 at 18:58:38
I know for a fact that "researched" has nothing to do with in-game: the exe tells it if a research is needed or not. So I think we can safely assume that it only affects Staredit.
Report, edit, etc...Posted by BroodKiller on 2006-11-19 at 08:11:14
Hmm...It's been some time since I visited this thread, and I lost track of what was hapenning - anyone mind reminding me of what needs to be updated in DatEd? smile.gif
Report, edit, etc...Posted by Ojan on 2006-11-19 at 08:18:31
Basically everything from here and below.

I found a bug that needs to be addressed, so no sitting back and relaxing just yet - at least one more update is required :)


Please re-implement the unused StarEdit flags in units.dat :( :( :(
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