Yes, that's right. Clicking isn't necessary for that either. (Some of you might know already though)
Some of you might also know that I'm developing a WC3/SC2 IDE (Integrated Development Environment) called Moonlite.
Now, I don't know how you guys feel about object editing in the GE, but I for one don't like how I am forced to constantly click (like GUI) around.
However, I have good news for those of you who feel the same as me:
Since the way objects are defined in maps is through Xml, it's possible to actually "script" a map's objects instead of clicking. I'm planning to make Moonlite support this.
But, yes, there is a but, I need your help. Since the formats of the WE was rather tricky and never actually the same (there was always some random thing that modified the format into being something else that I had to write code for), I need your help to find out how the format looks so I can write a .xsd document (a file that describes how Xml files should "look", look it up) for the code completion of Moonlite.
In order to extract the data files, you will have to use an MPQ extractor. The files are located at this path: "Base.SC2Data\GameData\". Here you will find an array of files, and I want you to post the contents of all other files than the "WaterData.xml" file.
Here are some data I've extracted, just to give you an idea of how it'd work:
BehaviorData.xml:
MoverData.xml:
UnitData.xml:
ValidatorData.xml:
WeaponData.xml:
Get to it
EDIT: I'll upload the schemes to my website for editing when I get a little further, then you guys can contribute as we proceed.
EDIT 2: I wrote a .xsd generator tool. It generates .xsd files from .xml files, so now I don't have to write them anymore. I uploaded it to this post. (Hint: type "help" without quotes)
Some of you might also know that I'm developing a WC3/SC2 IDE (Integrated Development Environment) called Moonlite.
Now, I don't know how you guys feel about object editing in the GE, but I for one don't like how I am forced to constantly click (like GUI) around.
However, I have good news for those of you who feel the same as me:
Since the way objects are defined in maps is through Xml, it's possible to actually "script" a map's objects instead of clicking. I'm planning to make Moonlite support this.
But, yes, there is a but, I need your help. Since the formats of the WE was rather tricky and never actually the same (there was always some random thing that modified the format into being something else that I had to write code for), I need your help to find out how the format looks so I can write a .xsd document (a file that describes how Xml files should "look", look it up) for the code completion of Moonlite.
In order to extract the data files, you will have to use an MPQ extractor. The files are located at this path: "Base.SC2Data\GameData\". Here you will find an array of files, and I want you to post the contents of all other files than the "WaterData.xml" file.
Here are some data I've extracted, just to give you an idea of how it'd work:
BehaviorData.xml:
Code:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CBehaviorBuff id="Explode">
<InfoFlags index="Hidden" value="1"/>
<EditorCategories value="Race:Terran,AbilityorEffectType:Units"/>
<RemoveValidatorArray value="CliffLevelEqualOrLesser2"/>
<FinalEffect value="MarauderSet"/>
<ExpireEffect value="MarauderSet"/>
</CBehaviorBuff>
</Catalog>
MoverData.xml:
Code:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CMoverMissile id="MarauderWeapon">
<MotionPhases index="0">
<Driver value="Ballistic"/>
<Acceleration value="0"/>
<MinSpeed value="10"/>
<MaxSpeed value="10"/>
<IgnoresTerrain value="1"/>
<ParabolaClearance value="-1"/>
<YawPitchRoll value="5568.75"/>
<PowerslideAngle value="358.9892"/>
<AttachReacquireDeflection value="358.9892"/>
<FlightTime value="-1"/>
</MotionPhases>
</CMoverMissile>
</Catalog>
UnitData.xml:
Code:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CUnit id="Marauder">
<Response value="Flee"/>
<LifeRegenRate value="125"/>
</CUnit>
<CUnit id="MarauderLMWeapon">
<BehaviorArray Link="Explode"/>
</CUnit>
</Catalog>
ValidatorData.xml:
Code:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CValidatorLocationCompareCliffLevel id="CliffLevelEqualOrLesser2">
<WhichLocation Value="SourceUnit"/>
<OtherLocation Value="OriginPoint"/>
<Compare value="LE"/>
</CValidatorLocationCompareCliffLevel>
</Catalog>
WeaponData.xml:
Code:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CWeaponLegacy id="Marauder">
<Range value="10"/>
</CWeaponLegacy>
</Catalog>
Get to it
EDIT: I'll upload the schemes to my website for editing when I get a little further, then you guys can contribute as we proceed.
EDIT 2: I wrote a .xsd generator tool. It generates .xsd files from .xml files, so now I don't have to write them anymore. I uploaded it to this post. (Hint: type "help" without quotes)