Allright, I have a question, concerning online mods.
In how far do they work? Do they work fully just like in Single player, or do stuff like weapon switching dont work, and changing ranged and damage to work?
I know sometimes the UMS map overrides the modded damage, but they don't in melee.
When exactly can a MOD override the changes in an UMS map, or don't they override them at all?
From what I've seen, I think it works the same. Of course, if you change the damage values in a map, the modded unit will have that damage value, etc.
I don't think that they override the UMS damage values at all, I remember someone saying the data was loaded in this order:
StarDat->BroodDat->Patch_rt (Or mod)->Map
Online, mods will work if all players have the exact same version of the mod. That means all changes, excluding some graphic changes. As for the loading order, that is correct. How else would you get unit names changed?
QUOTE(DiscipleOfAdun)
Online, mods will work if all players have the exact same version of the mod. That means all changes, excluding some graphic changes. As for the loading order, that is correct. How else would you get unit names changed?
also this is a given but the mods
have to be compatable with the
current ver of battle.net and every
one playing the game must running
that mod
If you change unit dmg and play a map with modified dmg that doesnt stay but most other things do that I know of
QUOTE(Voyager7456(MM))
I don't think that they override the UMS damage values at all, I remember someone saying the data was loaded in this order:
StarDat->BroodDat->Patch_rt (Or mod)->Map
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You sure it isnt StarDat->BrooDat->patch_rt->Modded MPQ->Map?
I think the mod takes the place of the patch_rt.mpq, which would explain why if you don't include the patch_rt.mpq files in a mod, it crashes during multiplayer.
I've never had a mod I made crash on single player or multiplayer and I dont include those files so I'm pretty sure it reads patch_rt then your modded MPQ
You could be right, let me test.
EDIT: Found it. Only in MemGraft patches is the patch_rt.mpq replaced by the modded MPQ.
Allright, well im planning to do a map, a 4 player RPG, and a friend of mine will be doing most of the modding, but im not sure if everything I have in mind is possible.
So I have a few more question.
Do modifications for -Example- a normal ghost, affect a hero ghost, or do they get modified at the same time?
As far giving shields to units, do you have to change them in the editor aswell?
no, if you wanted just the
ghost to have plasma shildes
just check the plasma shildes
box next to its helth in Ar3
Right but take like uhh Tree Defense it already has modified damage to most units so if you modify the unit to have say 9000 dmg instead of 9 to get the upper hand or something like that it isnt gonna work because the map loads up after the patch data..However if you change the gun from say flamethrow to neutron flare than that too probally wont work because it is like the multiplying of the damage to create an unfairness I am not completely sure about the Weapon sprites and stuff tho
QUOTE(TDT-DaRkFiRe @ Nov 9 2005, 06:11 AM)
Allright, well im planning to do a map, a 4 player RPG, and a friend of mine will be doing most of the modding, but im not sure if everything I have in mind is possible.
So I have a few more question.
Do modifications for -Example- a normal ghost, affect a hero ghost, or do they get modified at the same time?
As far giving shields to units, do you have to change them in the editor aswell?
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1. No. Since the hero and normal ghosts are different, you must modify each one seperately. The exception to this is iscripting + graphics modifications, because the ghosts use the same iscript + graphics. (Except for Kerrigan.)
2. You'd only have to change it in the editor if you edited the shield amount in the editor.
Ex) If you set the Zealot's shields to be 90 in the editor, it will be 90 in game.