Sc2 Relevent Editor Compilation

Status
Not open for further replies.
Level 9
Joined
May 28, 2007
Messages
365
Was going through the beta files.

Looks like Object Editor stuff is going to be as easier as ever.

Code:
  <CUnit id="BroodLord">
        <DeathRevealRadius value="3"/>
        <Race value="Zerg"/>
        <Mob value="Multiplayer"/>
        <LifeStart value="275"/>
        <LifeMax value="275"/>
        <LifeArmor value="2"/>
        <LifeRegenRate value="0.2734"/>
        <LifeArmorName value="Unit/LifeArmorName/ZergAirArmor"/>
        <Mover value="Fly"/>
        <Speed value="1.4062"/>
        <Acceleration value="1.0625"/>
        <Height value="3.75"/>
        <Food value="-4"/>
        <AttackTargetPriority value="20"/>
        <DamageDealtXP value="1"/>
        <DamageTakenXP value="1"/>
        <KillXP value="70"/>
        <Radius value="1"/>
        <SeparationRadius value="1"/>
        <SubgroupPriority value="14"/>
        <MinimapRadius value="1"/>
        <Mass value="0.6"/>
        <PlaneArray index="Air" value="1"/>
        <Collide index="Flying" value="1"/>
        <VisionHeight value="4"/>
        <FlagArray index="PreventDestroy" value="1"/>
        <FlagArray index="UseLineOfSight" value="1"/>
        <Sight value="12"/>
        <AbilArray Link="stop"/>
        <AbilArray Link="attack"/>
        <AbilArray Link="move"/>
        <AbilArray Link="BroodLordHangar"/>
        <AbilArray Link="BroodLordQueue2"/>
        <CardLayouts>
            <LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
            <LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
            <LayoutButtons Face="MoveHoldPosition" Type="AbilCmd" AbilCmd="move,HoldPos" Row="0" Column="2"/>
            <LayoutButtons Face="Attack" Type="AbilCmd" AbilCmd="attack,Execute" Row="0" Column="4"/>
            <LayoutButtons Face="MovePatrol" Type="AbilCmd" AbilCmd="move,Patrol" Row="0" Column="3"/>
            <LayoutButtons Face="SwarmSeeds" Type="Passive" Row="2" Column="0"/>
        </CardLayouts>
        <Attributes index="Armored" value="1"/>
        <Attributes index="Biological" value="1"/>
        <Attributes index="Massive" value="1"/>
        <EditorCategories value="ObjectType:Unit,ObjectFamily:Melee"/>
        <GlossaryCategory value="Unit/Category/ZergUnits"/>
        <GlossaryPriority value="190"/>
        <CostResource index="Minerals" value="300"/>
        <CostResource index="Vespene" value="250"/>
        <ScoreMake value="550"/>
        <ScoreKill value="275"/>
        <ScoreResult value="BuildOrder"/>
        <WeaponArray Link="BroodLord"/>
    </CUnit>

And look here, you can actually edit Projectile data.

<CMoverMissile id="LarvaReleaseMissile">
<MotionPhases>
<Driver value="Throw"/>
<Acceleration value="3"/>
<Speed value="6"/>
<MaxSpeed value="6"/>
<Gravity value="5"/>
<Outro value="1.5,4.5"/>
<ThrowVector value="0,0,5"/>
</MotionPhases>
<MotionPhases>
<Driver value="Guidance"/>
<Acceleration value="2"/>
<MaxSpeed value="10"/>
<YawPitchRoll value="MAX"/>
</MotionPhases>
</CMoverMissile>

Average unit model size in SC2: ~600KB , which is only double WC3s average, which is great. (this excludes textures...)
EDIT: It seems there are like 3 textures for each model, diffuse, specualar, normal, but not all models have these. Each fully-textured model is closer to around 1MB and above.
 
Last edited:
Status
Not open for further replies.
Top