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The Basics of Object Data

Discussion in 'General Mapping Tutorials' started by Ralle, Jan 11, 2006.

  1. Ralle



    Oct 6, 2004
    written by Bob27...

    The Object Editor is very simple to use. Object Data is used to make new units, abilities, spells, items, upgrades, buffs, doodads and destructables. This can also be used to edit original Blizzard made Object Data.

    Creating a New Custom Object
    New Object Data can be made in a click of a mouse. Either copy and paste a Blizzard Object or press Ctrl+Shift+N. Its a good idea to base the custom object on the object that is closest to the object you want to make (eg. Healing Item, potion of healing, a basic soldior, Footman).

    Units are probably the most common object data made. This part of the tutorials will explain the basics of making units amd buildings.

    Making a Hero
    Select a Blizzard made hero that is closest to the hero you plan to make. When it is made you can change abillities, model, icons, ect. Turning it into a unit is quite simply as well, you just have to copy and paste the units object data. However some object Data will have to be made up (eg, proper names, strength, agility, inteligence, ect).

    Editing Object Data
    This is a list of all the categories and where you can expect to find things.

    • Text
      This is where you will find names, tool tips, hotkeys and descriptions. This is something that should definately be changed for custom units/heros.

      Pretty obvious, this is where you can change the units/heros abilities.

      Although this will mostly only be changed for buildings the collision size can be changed for units/heros.

      Change the speed of your unit/hero. This is also where you can set the unit/hero to be air, ground or water unit.

      Change/make requirements for the unit/hero/building. For buildings it can also decide what units, upgrades, items are made/sold.

      Change the health, mana, agility, strength, intelligence, level, gold cost, lumber cost, ect. the race, transport size, unit classifacation.

      This is nothing that really needs to be changed.

      Change the soundset to the different units / heros.

      Can change the model file, icon, colour, size, ect.

      Changes damage, projectile, targets, ect.

    The categories are the same as units except with different values. But the basic things are still there, model file, icon, ability, ect.

    Destructables are where trees, gates, bridges, and some walls are made. These can either be walked on like bridges, or targeted like gates, walls and barricades. This is where there are also Pathing Blockers, these are used to block of certain areas. When placed a small pink and black checkered box will appear. These will be invisible in game. Once again the categories are the same as units except theres one major difference. Instead of changing the size being in art it is in editor, named as Maximum Scale, Minimum Scale.

    Doodads are almost exactly the same as destructables except none of these can be targeted or selected. Doodads are basicly terrain.

    Now abilities get a bit more complicated here. This is used to make the abilities for both units and items. In the stats we will see a Hero Ability and an Item Ability. If it's an item ability tick Item Ability. If its a hero ability click Hero Ability, and if its a unit ability have both unticked. Blizzard item abilities are under Special-Items. Abilities can be assigned to units/heros/items through the ability category in the units and items sections.

    Buffs/Effects are used by abilities the same way abilities are used by units and items. A buff can be selected for an ability in the ability section.

    Upgrades can be used in a number of ways. They can be used as requirements for units and buildings, they can be used to give units and heros extra damage, defence, armor, strength, intelligence, agility, ect.

    The conclusion is that Object Data is really simple. If you have any questions pm me or another moderator.