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Messages - Whitak3r

#1
For right now I found a way to get around the "Fastest Possible" map solution. I wasn't able to get my Nexus/Hatchery to spawn next to minerals. BUT, if you downloaded the "GameData" Folder in another thread, you can edit how close you can build to minerals. So for now you can make a map with 50x Stacked minerals in 1 spot(or however) and edit UnitData.xml and look for


<CUnit id="CommandCenter"> and everything below it.


Look for
<Footprint value="Footprint.1x.1Contour"/>
        <PlacementFootprint value="Footprint.1x.1DropOff"/>
(originally 4x4 but I changed to .1x.1)


Then find



<Collide index="Burrow" value="1"/>
        <Collide index="Ground" value="1"/>


And change the 1's to 0's.


This way you aren't going to have to align to the grid to build next to minerals. You  will be able to LAND directly next to the minerals(Almost as close as you could with the Command Center Slide for those of you that played WAAAAYYY back in the day) Your SVC's will be super close and gather quickly.


Another problem is that the computer won't build next to the minerals( I don't believe, haven't tested).


You can also Edit <CUnit id="Nexus"> and <CUnit id="Hatchery">
And the FootPrint and Ground and Burrow and edit those too.


The only problem with these is that you won't be able to spawn close to them. You will have to destroy the original building then build close.  This DOES help for 2nd bases though.


Now if you feel like editing minerals to a certain spot on a map, and choose your spawn point there, you can get VERY close. :) Makes it very neat.


I know this isn't much, but I'm just posting this if anyone wants to mess around with it.


I'll post my edited file right now, but I have to un-edit all the changes I made so far. Right now I have all units cost 0 food, speed set to 1000 for marines, range set to 1000 on marine attacks(Quite funny watching marines shoot 50 feet away.)


Here is end result for Nexus, works BEST for Command Center, because you can lift off and land right away. Hatcheries and Nexus works best for 2nd base.




#2
SC2 Tools / Re: StarCraft II Beta Stack Hack
March 21, 2010, 11:00:49 PM

I got super stack to work with Photon Cannons. I had to edit a couple different places though. Here is what I edited:


From UnitData - I made it look like this:


<CUnit id="PhotonCannon">
        <Facing value="1"/>
        <Race value="Prot"/>
        <Mob value="Multiplayer"/>
        <FogVisibility value="Snapshot"/>
        <LifeStart value="9000"/>
        <LifeMax value="9000"/>
        <LifeArmor value="1"/>
        <LifeArmorName value="Unit/LifeArmorName/ProtossBuildingPlating"/>
        <ShieldsStart value="9000"/>
        <ShieldsMax value="9000"/>
        <ShieldRegenRate value="600"/>
        <ShieldArmorName value="Protoss Plasma Shields"/>
        <AttackTargetPriority value="20"/>
        <Radius value="1"/>
        <SeparationRadius value=".5"/>
        <Footprint value="Footprint.5x.5Contour"/>
        <PlacementFootprint value="Footprint.5x.5"/>
        <ScoreMake value="750"/>
        <ScoreKill value="2250"/>
        <ScoreResult value="BuildOrder"/>
        <SubgroupPriority value="2"/>
        <MinimapRadius value="0.25"/>
        <EditorCategories value="ObjectType:Structure,ObjectFamily:Melee"/>
        <FlagArray index="Turnable" value="0"/>
        <FlagArray index="PreventDefeat" value="1"/>
        <FlagArray index="PreventDestroy" value="1"/>
        <FlagArray index="DefeatReveal" value="1"/>
        <FlagArray index="UseLineOfSight" value="1"/>
        <FlagArray index="TownAlert" value="1"/>
        <FlagArray index="NoPortraitTalk" value="1"/>
        <FlagArray index="AIDefense" value="1"/>
        <FlagArray index="ArmorDisabledWhileConstructing" value="1"/>
        <AIEvalFactor value="0.8"/>
        <Attributes index="Armored" value="0"/>
        <Attributes index="Structure" value="0"/>
        <PlaneArray index="Ground" value="0"/>
        <Collide index="Burrow" value="0"/>
        <Collide index="Ground" value="0"/>
        <Collide index="Structure" value="0"/>
        <Sight value="499"/>
        <AbilArray Link="BuildInProgress"/>
        <AbilArray Link="stop"/>
        <AbilArray Link="attack"/>
        <BehaviorArray Link="Detector499"/>
        <BehaviorArray Link="PowerUserBaseDefenseSmall"/>
        <BehaviorArray Link="UnderConstruction"/>
        <CardLayouts>
            <LayoutButtons Face="Cancel" Type="AbilCmd" AbilCmd="BuildInProgress,Cancel" Row="2" Column="4"/>
            <LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
            <LayoutButtons Face="AttackBuilding" Type="AbilCmd" AbilCmd="attack,Execute" Row="0" Column="4"/>
            <LayoutButtons>
                <Face value="Detector"/>
                <Type value="Passive"/>
                <Behavior value="Detector11"/>
                <Requirements value="NotUnderConstruction"/>
                <Row value="1"/>
                <Column value="0"/>
            </LayoutButtons>
        </CardLayouts>
        <GlossaryPriority value="100"/>
        <CostResource index="Minerals" value="10"/>
        <GlossaryCategory value="Unit/Category/ProtossUnits"/>
        <WeaponArray Link="PhotonCannon" Turret="PhotonCannon"/>
        <ShieldRegenDelay value="1"/>
    </CUnit>
    <CUnit id="D8Charge">


From AbilData I edited it to this:


<InfoArray index="Build8" Category="Army" Unit="PhotonCannon" Time="0">
            <Resource index="Minerals" value="10"/>
            <Button DefaultButtonFace="PhotonCannon" Requirements="HaveNexus"/>
        </InfoArray>


You won't need to edit Abildata, this just make instant build, lower/changed minerals and make it so you don't need to have a Forge to build. So you can just build next to any pylons.


Notice I changed "Seperation Radius" as well. This was at like 2, I think. Then I edited the footprint down to .5 .5 so I don't have to align to grid. You also will have to edit "Burrow" and "Ground" Or I wasn't able to stack them EXACTLY ontop of each other. If you use the code I posted, you can stack just like you could in SC1, directly on top of each other. If you don't change what I changed, you might end up getting you probe to give you the "Cannot reach the target" message. :)


Here is a test result:






Edit:


I might have changed some things I DIDN'T need to for it to work, I was tired of changing 1 thing and trying it though. If you change the settings I have for any unit you want to stack, it will work, I have tried with a few so far, no errors. :)
#3
Is it possible to make minerals right next to the bases? Like "Fastest Possible" maps? I keep trying different locations, but it seems if they are TOO close, the game "ends in a tie" at the start? Is the going to happen until we get an actual editor instead of just MPQ editing? I was able to spawn stacks of minerals in random locations, but when I change the coods so they are VERY close to the base, "Ends in a tie" :( ... Everyone getting this problem?
#4

Decided to write this because I haven't found much on people adding RESOURCES to maps, but have found a few people asking how. It is really easy once you figure it out. I pretty much learned myself by looking at someone's map who knew what they were doing.


First, you are going to need to get a hold of "Ladik's MPQ Editor". You can get it tons of places. Download a copy of this.


Then you need to run it. From here, click on


File > Open. Find ANY Map file you want to add the minerals too.


Once you open it up, its going to ask you something, don't touch anything just click on "ok".


On the right side of the program look for "Objects", not Objects.version. Double click on Objects and open with notepad.


The only stuff you really need are the lines which include "MineralField" or "VespeneGeyser". You actually can delete all the Doodad lines out of it, makes the map clean and can help with lag.


Look for lines like this:
<Unit id="45" variation="5" position="99,21.5,0" scale=".6,.6,.6" section="zeus" unitType="HighYieldMineralField">


or


<Unit id="45" variation="5" position="99,21.5,0" scale=".6,.6,.6" section="zeus" unitType="MineralField">


or


<Unit id="45" variation="5" position="99,21.5,0" resources="100000000" scale=".6,.6,.6" section="zeus" unitType="VespeneGeyser">


Different maps might have Something infront of VespeneGeyser to define a TYPE, for different level sets. If you don't want it to look weird don't change these.


Now if you want to make the minerals/gas more then 1500 you need to make the line look like this.


<Unit id="45" variation="5" position="99,21.5,0" resources="100000000" scale=".6,.6,.6" section="zeus" unitType="HighYieldMineralField">


or


<Unit id="45" variation="5" position="99,21.5,0" resources="100000000" scale=".6,.6,.6" section="zeus" unitType="VespeneGeyser">


(note that I changed the scale from 1 to .6) I didn't know about this till I looked at one of syko's maps. Thanks.


MAKE SURE THIS GOES DIRECTLY AFTER THE "position"!


Anywhere else will make it so when you load up your map it will end game on start.


You can also change the lines "MineralField" to "HighYieldMineralField" to make it collect more per run, as you would in game. I did this with the maps I made just to collect faster.


After you add however many minerals you want each stack to be you can goto File > Save As and save it somewhere. MAKE SURE YOU DO NOT SAVE IT AT .TXT, if you do, you will have to go and delete the file extension from it and make sure it is just "Objects" with NO FILE EXTENSION.


Go back to MPQ Editor and right click on "Objects" and click "add file". Go to the file you just save'd as and open that. It is going to ask you to overwrite. Click yes. I suggest you make a backup of the map you are working on just in case you do mess something up.


Now, you can open up StarLauncher and select the map you just edited, set everything up to your liking and press Play. You should start the game as normal, but minerals will be replaced with however you set them.


If you start the game and it gives you the "Game ended in Tie" Message, you put code in the wrong spot. Most likely you put "resources=1000000" in the wrong spot, go back, double check.


Now, after you have a WORKING map, with 1mil minerals/gas(High Yield or otherwise) you can stack them.This part is easy.


Open up MPQ editor again and select the map you edited. Open up Objects again. Select all the code that looks like this:


<Unit id="45" variation="5" position="99,21.5,0" resources="100000000" scale=".6,.6,.6" section="zeus" unitType="HighYieldMineralField">
        <AIRebuild index="0" value="0"/>
        <AIRebuild index="1" value="0"/>
        <AIRebuild index="2" value="0"/>
        <AIRebuild index="3" value="0"/>
        <AIRebuild index="4" value="0"/>
        <AIFlag index="IsUseable" value="0"/>
    </Unit>


Make sure you grab just the Minerals/High Yield Minerals. You don't want Doodads(assuming you didn't already delete these, or vespene gas).


Notice at the top of the file you have:


<?xml version="1.0" encoding="utf-8"?>
<PlacedObjects version="26">


and at the bottom you have:




</PlacedObjects>


Copy all the Mineral Code you want to stack, and paste it somewhere between those lines. It doesn't matter where. You can put it right under Vespene, under Starting points, between Doodads, wherever, as long as it lies in between the top and bottom code that I posted.


With my map I pasted it 2x times, so you have 3x stacked minerals(The original 1x code with 2x pasted code, I copied, not cut).


Save as Objects again(NOT Objects.txt), again go to MQP editor, Right click Onjects, click add file, select the file you edited then overwrite.


Make sure you close down the MPQ Editor before you start Starcraft 2 or you will have problems.


This concludes my small tutorial about adding/stacking minerals. You can play around with "position" to put more Vespene Geysers around your base(this will take some tweaking to find out where exactly you are putting them).


Big thanks to Syko for already releasing a map with Fast/stacked minerals so I could take a look at how he did it so I was able to do it myself and write this tutorial.


There is another tutorial around that works with adding doodads/units/ect, this will help explain the whole "position" thing more than I did.


Please let me know if this helped at all. :)