On July 21 2012 20:08 Dante.StarCraft wrote: 1. How can I make it so a unit has a white square in the selection card, denoting him as a hero? I can make his portrait appear above the command buttons, but not this.
Main unit Actor -> Unit Border Normal Color & Border Subgroup Color. Set those to the values a hero has like Zeratul. Remember, you can copy & paste field entries.
2. I use the campaign dependencies to gain access to certain stuff I need for my maps, but this alters certain things, specifically upgrades. In the campaign, stim packs, etc. is researched at the Hyperion, but I want them to be researched at the regular location, more specifically the tech lab. However, if you do research it there, the marine won't have it.
The order of your dependencies is wrong, then. Make sure the order is: - campaign (for campaign units/assets) - mod (for the default sc2 game) - multi (optional, if you want the multiplayer balance changes) That's the order of the data loaded into the map. It will apply the data changes in that order, then. So you will play with the default sc2 game on top of it.
3. Generally, how does a mod work? I've been experimenting with it a little, but if I, say, turn the War Pig merc into a hero in the mod by changing the name, making it buffer and tougher and so on, and then attach the mod to some maps, does the maps then all now have that War Pig merc with the new attributes?
Every map containing a dependency to the published mod file on battle.net will have all the changes made of the mod before the map's own data changes are applied. Mods are archives that contain assets and data. It's like the "multi" dependency which adds the multiplayer balance changes to your map. |