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Starcraft 2 editor
Starcraft 2 editor




starcraft 2 editor
  1. #STARCRAFT 2 EDITOR HOW TO#
  2. #STARCRAFT 2 EDITOR MAC#
  3. #STARCRAFT 2 EDITOR WINDOWS#

SC2Components in the same folder that contains your existing map of the same name.

  • Select Starcraft II Component Folders (.SC2Components) in the Files of type: dropdown at the bottom.
  • SC2Map file, you need to save your project manually as an "unzipped", or non-archived folder. To get access to the raw files that are by default archived into the. SC2Components folder, then you've already done this step. If your project has already been saved as a. If you have no existing project (so you're reading this guide before venturing forth on your first SC2 project), then you do this step later. Step 1.5: Open your existing sc2edit project ¶
  • Disable the Blizzard/Obfuscate Script Files When Publishing Locked Maps (more about this in the section Security and Banks).
  • Documents/Optimize Saving For to Smaller Files.
  • #STARCRAFT 2 EDITOR WINDOWS#

  • Startup/Startup Windows to Specific Modules: Triggers.
  • starcraft 2 editor

    Some other options you might want to set are

  • Tick the checkbox called Break On Trigger Error (If Debug Window Is open).
  • Tick the checkbox called Show Trigger Debugging Window.
  • Select Test Document in the left-hand list.
  • Tick the checkbox called Disable Live Resize.
  • Tick the checkbox called Disable Visual Styles.
  • Untick the checkbox called Remember Extra Data Loaded With Documents.
  • Untick the checkbox called Automatically Reload Documents On External File Change.
  • Open the File menu and select Preferences.
  • This is the only inconvenience from working unarchived, and frankly it means nothing. SC2Map or whatever type is relevant to your project, then publish, and then close the map again. At this point, you simply save your project as an. When you are ready to publish your map to, it does not let you publish unarchived projects. When you click File - Save As in sc2edit, you are presented with the option of saving as. The difference is archived vs not archived. Some people in the community are under the impression that one is different to the other in weird ways that noone can comprehend. If the above paragraph made sense to you, that's really all there is to it. SC2Components is simply the unzipped version - again, in laymans terms. SC2Map is, in laymans terms, a ZIP-file containing all the files that go into making a SC2 map. SC2Components and SC2Map are two sides of the same coin. It is just a way of distinguishing them from the modifier keys. Though shortcut keys are listed as uppercase, you should not hold down Shift or enable Caps Lock. Tab has no shorthand.Ī shortcut listed as c-K-O means "While holding down Ctrl, hit K followed by O". Lowercased letters c, s, and a, refer to the modifier keys Ctrl, Shift, and Alt. Which means someone else should enter them and remove this notice.įor example, c-s-a-P is Ctrl+Shift+Alt+P, c-s-F is Ctrl+Shift+F, and c-P is simply Ctrl+P. XXX: I have rebound both from the standard bindings, and would rather type out this sentence than do a simple discord search or start SC2 to find the standard bindings. There are a few key bindings in the SC2 client that are exceptionally useful for user interface development - the binding for showing the interface inspector, and the binding for reloading the interface from disk. Hotkeys/Keyboard shortcuts on this site are referred to by their shorthand.
  • UI Editor or UI module refers to the part of sc2edit that deals with UI editing.
  • Trigger Editor or Trigger module refers to the part of sc2edit that deals with Triggers, accessible by the default shortcut F6 from sc2edit.
  • Data Editor or Data module refers to the part of sc2edit that deals with the Data, accessible by the default shortcut F7 from sc2edit.
  • sc2edit refers to the Starcraft II Editor, no particular part of it.
  • The following terms may or may not be written as for example sc2edit, "sc2edit", or sc2edit, depending on who writes the specific part of the documentation. If you care, you are welcome to contribute to the guide to make it usable for Mac.

    #STARCRAFT 2 EDITOR MAC#

    But the Getting Started section is universal for both.įor Mac users, things might be different. Some advanced tools in other sections of the guide may use or refer to some command line tools that may require additional setup on Windows. This guide works for both Windows and Linux development.

    #STARCRAFT 2 EDITOR HOW TO#

    The main purpose of this site is to enlighten you, help you, and guide you in how to set up your development environment for Starcraft II modding in the most efficient way we know how. You may think that your workflow is superior, or that you - personally - work faster or "better" in whatever development environment you are currently using. Nowadays there is only one way of developing maps/mods/libraries for Starcraft II that makes any sense. Getting Started with SC2 development ¶ Introduction ¶






    Starcraft 2 editor