sqrage
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Main trigger editing window:
New Map:
Press this to create a new map. You can choose the following settings:
Document Type: (Mod,Map)
Dependencies: (Melee (Liberty) Campaign (Liberty)) Choose which expansions your map needs in order to be played.
Width/Height: (32, 40, 48, 56, 64, 72, 80, 88, 96, 104, 112, 120, 128, 136, 144, 152, 160, 168, 176, 184, 192, 200, 208, 216, 224, 232, 240, 248, 256) Self Explanatory
Use Terrain: (Checkbox) Unchecked leaves you with a black terrainless map, checked allows you to use terrain as with most maps.
Base Height: (-100 to 100) The default height of your terrain.
Add Random Height: (Checkbox) Gives your map random levels of height over the extent of the terrain. If checked, you can choose the percents of Strength and Variability. Strength is the levels of peeks and lows, variability is the variation between terrain's peaks and lows.
Open:
Opens a window in which you can open either Editor Documents, Editor Map Files, or Editor Mod Files.
Save:
You save.
Undo/Redo:
Undo an action or undo and undid action. (Alternatively use CTRL+Z to undo and CTRL+Y to redo)
Cut:
Used in conjunction with Paste in order to remove "something" and then place it elsewhere. The "somethings" that this can be used on include entire elements (explained later), events, variables, conditions, and actions. (Also explained later.)
Copy/Paste:
This works similarly to cutting and pasting, however instead of removing "something" it leaves it as it and copies it so that you can paste it elsewhere.
Terrain:
Brings you back to the main SC2 editor window where you can work on your beautiful terrain.
Triggers:
Opens up the window which we already have open.
Data:
Now things are getting interesting. This is a new feature to SC2 editor (wasn't in World Editor). When you click it you get a new window which looks like this.
In this window you can edit pretty much anything for anything. You can edit units, upgrades, weapons, fog of war, cliffs, races, cursors, etc. This is an extremely in-depth part of the editor and will need a tutorial of its own to really understand.
Text:
When you click this, you get a window where you can edit any text that shows up on the map. This includes things like messages that players receive (ie. You Have Not Enough Vespene Gas), hover-over images (what the player sees when hovering their cursor over a unit or object) and other things such as hotkeys.
Import:
Not totally sure what the capabilities of this function is just yet, but I'm pretty sure it deals with the importing of things such as sound effects, music, and unit/object models.
Overview Manager:
This is a handy feature that allows you to easily look over general specs of your map. This includes things such as your map's title, how many textures, cliffs or roads you've used, and how many triggers (actions and events) you've created.
Show Libraries/Use Subviews:
You tick these either on or off. Show libraries shows a little window within the main trigger window that contains the list of triggers you can use. Use subviews opens up windows under your triggers that give you a little bit more detail about the triggers.
New Element:
When you press this it, allows you to create a new trigger, event, local variable, condition, or action depending on which you have highlighted.
New Folder:
This allows you to create a new folder to better organize your triggers.
New Comment:
Pressing this button creates a new comment. Comments are often used to remind yourself of things when you are coding such as what certain variables stand for or if you plan go back and alter something after working on more code.
New Trigger:
Triggers are what make Starcraft 2 custom maps run. The way triggers work is as so: You set up an event such as map initialization, this event tells the following code when the execute. In the example of map initialization, it executes the code right when the map begins. After an event, you have an action which you want to occur when the event is reached. Let's say you want each player to start with 200 gold when the map starts, you would set the action to something along the lines of "Set resources to 200 for All Players". But let's say you only want this to happen if there are 3 players in the game. That's where conditions come into play. A condition is something that has to be true in order for the action to proceed once the event is met.
New Event, Condition and Action:
Creates either a new event, condition or action, respectively.
**MORE TO COME!**
New Map:
Press this to create a new map. You can choose the following settings:
Document Type: (Mod,Map)
Dependencies: (Melee (Liberty) Campaign (Liberty)) Choose which expansions your map needs in order to be played.
Width/Height: (32, 40, 48, 56, 64, 72, 80, 88, 96, 104, 112, 120, 128, 136, 144, 152, 160, 168, 176, 184, 192, 200, 208, 216, 224, 232, 240, 248, 256) Self Explanatory
Use Terrain: (Checkbox) Unchecked leaves you with a black terrainless map, checked allows you to use terrain as with most maps.
Base Height: (-100 to 100) The default height of your terrain.
Add Random Height: (Checkbox) Gives your map random levels of height over the extent of the terrain. If checked, you can choose the percents of Strength and Variability. Strength is the levels of peeks and lows, variability is the variation between terrain's peaks and lows.
Open:
Opens a window in which you can open either Editor Documents, Editor Map Files, or Editor Mod Files.
Save:
You save.
Undo/Redo:
Undo an action or undo and undid action. (Alternatively use CTRL+Z to undo and CTRL+Y to redo)
Cut:
Used in conjunction with Paste in order to remove "something" and then place it elsewhere. The "somethings" that this can be used on include entire elements (explained later), events, variables, conditions, and actions. (Also explained later.)
Copy/Paste:
This works similarly to cutting and pasting, however instead of removing "something" it leaves it as it and copies it so that you can paste it elsewhere.
Terrain:
Brings you back to the main SC2 editor window where you can work on your beautiful terrain.
Triggers:
Opens up the window which we already have open.
Data:
Now things are getting interesting. This is a new feature to SC2 editor (wasn't in World Editor). When you click it you get a new window which looks like this.
In this window you can edit pretty much anything for anything. You can edit units, upgrades, weapons, fog of war, cliffs, races, cursors, etc. This is an extremely in-depth part of the editor and will need a tutorial of its own to really understand.
Text:
When you click this, you get a window where you can edit any text that shows up on the map. This includes things like messages that players receive (ie. You Have Not Enough Vespene Gas), hover-over images (what the player sees when hovering their cursor over a unit or object) and other things such as hotkeys.
Import:
Not totally sure what the capabilities of this function is just yet, but I'm pretty sure it deals with the importing of things such as sound effects, music, and unit/object models.
Overview Manager:
This is a handy feature that allows you to easily look over general specs of your map. This includes things such as your map's title, how many textures, cliffs or roads you've used, and how many triggers (actions and events) you've created.
Show Libraries/Use Subviews:
You tick these either on or off. Show libraries shows a little window within the main trigger window that contains the list of triggers you can use. Use subviews opens up windows under your triggers that give you a little bit more detail about the triggers.
New Element:
When you press this it, allows you to create a new trigger, event, local variable, condition, or action depending on which you have highlighted.
New Folder:
This allows you to create a new folder to better organize your triggers.
New Comment:
Pressing this button creates a new comment. Comments are often used to remind yourself of things when you are coding such as what certain variables stand for or if you plan go back and alter something after working on more code.
New Trigger:
Triggers are what make Starcraft 2 custom maps run. The way triggers work is as so: You set up an event such as map initialization, this event tells the following code when the execute. In the example of map initialization, it executes the code right when the map begins. After an event, you have an action which you want to occur when the event is reached. Let's say you want each player to start with 200 gold when the map starts, you would set the action to something along the lines of "Set resources to 200 for All Players". But let's say you only want this to happen if there are 3 players in the game. That's where conditions come into play. A condition is something that has to be true in order for the action to proceed once the event is met.
New Event, Condition and Action:
Creates either a new event, condition or action, respectively.
**MORE TO COME!**