StarCraft® II

Editor Update: New Native Functions

Community Manager
Posts: 1,890
With the upcoming release of Patch 1.5.0, we’ve added many new native functions to the StarCraft II Editor. These new native functions will allow for more control and flexibility over editor triggers than ever before. It’s possible to experiment with these new functions in custom games right now in our ongoing Arcade (1.5.0) Beta. If you haven’t already had a chance to check it out, there’s no time like the present to download it and explore the new features.

We look forward to seeing new and creative ways that the modding community will use these tools to shape a dynamic future for Arcade games in Patch 1.5.0 and beyond!

Actor
• Actor From Dialog Item
• Actor Scope From Dialog Item
• Attach Actor To Actor
• Attach Model To Actor
• Pop Texture Group
• Push Texture Group
• Send Actor Message As Text
• Send Actor Message As Text Via Name

AI
• Attack Wave Is On
• Attack Wave Last Created Units
• Attack Wave Last Created Wave
• Custom Data For Last Attack Wave
• Does Unit Have Tactical Disabled
• Enable/Disable Tactical For Unit
• Enable/Disable Tactical For Unit Group
• Run All Attack Waves
• Run All Attack Waves For All Personalities
• Run Attack Wave
• Set Default Gather Point For Personality
• Set Defense Radii
• Start AI Personalities For All Players
• Start AI Personality For Player
• Stop All Attack Waves For Personality
• Triggering Wave
• Turn All Attack Waves On/Off
• Turn Attack Wave On/Off

Animation
• Load Overriding Animation for Unit Type
• Load Overriding Model Animation

Bank
• Evaluate Bank Condition

Camera
• Shake Camera Using Preset

Catalog
• Catalog Field Exists
• Catalog Field Type Category
• Catalog Reference Count
• Catalog Reference Get
• Catalog Reference Get As Integer
• Catalog Reference Set

Conversation
• Active Data Conversation Line
• Data Conversation Sound
• Last Data Conversation Was Skipped
• Preload Data Conversation Lines For Next Map
• Simulate Data Conversation

Conversion
• Convert Catalog Entry To String
• Convert Catalog Field Name To String
• Convert Catalog Field Path To String
• Convert Catalog Scope To String
• Convert Conversation State Index To String
• Convert Font Style To String
• Convert Integer To Debug Message Type
• Convert String To Ability Command
• Convert String To Catalog Entry
• Convert String To Catalog Field Name
• Convert String To Catalog Field Path
• Convert String To Catalog Scope
• Convert String To Conversation State Index
• Convert String To Cutscene File
• Convert String To Game Link
• Convert String To Image File
• Convert String To Movie File
• Convert String To User Data Instance
• Convert User Data Instance To String

Cutscene
• Create Cutscene
• Cutscene Bookmark Fired
• Cutscene EndScene Fired
• Cutscene Fade
• Go To Cutscene Bookmark
• Go To Next Cutscene Bookmark
• Last Created Cutscene
• Pause Cutscene
• Play Cutscene
• Play Cutscene Range Over Time
• Set Cutscene Filter
• Set Cutscene Time
• Set Global Cutscene Filter
• Stop Cutscene
• Triggering Cutscene
• Triggering Cutscene Bookmark
• Wait For Cutscene To End

Data Table
• Save Data Table Value (Text Tag)
• Value From Data Table (Text Tag)

Debug
• Enable/Disable Debug Message Type

Dialog
• Clear Subtitle Position Dialog Item
• Destroy HelpItem
• Dialog Is Enabled
• Dialog Item Force Transition
• Dialog Item Portrait
• Dialog Item Unit Value
• Hookup Standard Dialog Item
• Hookup Unit Status Dialog Item
• Last Created HelpItem
• Position Subtitle to Dialog Item
• Set Dialog Enabled
• Set Dialog Item Accept Mouse
• Set Dialog Item Actor
• Set Dialog Item Animation
• Set Dialog Item Animation Duration
• Set Dialog Item Animation Time
• Set Dialog Item Background Visible
• Set Dialog Item Behavior
• Set Dialog Item Border Image
• Set Dialog Item Border Visible
• Set Dialog Item Camera
• Set Dialog Item Custom Tooltip
• Set Dialog Item Force Visible
• Set Dialog Item Light
• Set Dialog Item Model
• Set Dialog Item Muted
• Set Dialog Item Observed Type
• Set Dialog Item Paused
• Set Dialog Item Render Type
• Set Dialog Item Team Color
• Set Dialog Item Team Color Index
• Set Dialog Item Tint Color
• Set Dialog Item Toggled
• Set Dialog Item Transition Model
• Set Dialog Item Unit
• Set Dialog Item Unit Link
• Set Dialog Item Unit Value
• Set Dialog Item Use Transition
• Set Dialog Observed Type

Environment
• Enable/Disable Fog At Ultra
• Pause/Unpause Water Transition
• Set Fog Color Over Time
• Set Fog Density Over Time
• Set Fog Falloff Over Time
• Set Fog Start Height Over Time
• Set Lighting For Player
• Terrain Texture At Point

Game
• Global Time Scale
• Preload Layout
• Set Global Time Scale

General
• Wait For Condition With Maximum Duration

Objective
• Set Objective Priority

Order
• Revive Order Targeting Point
• Revive Order With No Target

Ping
• Player Ping
• Player Ping Is From Minimap
• Player Ping Location
• Player Ping Unit
• Show/Hide Player Pings

Portrait
• Set Portrait Actor

Sound
• Sound Portrait Model

Story
• Set Cinematic Transition Style

Transmission
• Set Transmission Source Pause Allowed
• Set Transmission Source Streaming Allowed
• Transmission Comment (Conversation)
• Transmission Is Complete

Trigger
• Generic Event
• Player Skips Trigger
• Send Generic Event
• Trigger Active Count
• Trigger Function Name
• Triggering Event Name
• Triggering Trigger

UI
• Create Path Display For Unit
• Create Path Display For Unit Type
• Destroy Path Display
• Destroy Path Displays For Players
• Get Path Display Color
• Get Path Display Destination Point
• Get Path Display Destination Unit
• Get Path Display Line Texture
• Get Path Display Line Tile Length
• Get Path Display Line Width
• Get Path Display Source Point
• Get Path Display Unit
• Get Path Display Unit Type
• Get Path Display Visibility
• Hide All Cinematic Portraits
• Last Path Display Created
• Set Custom Menu Dialog Item Shortcut
• Set Path Display Color
• Set Path Display Destination Point
• Set Path Display Destination Unit
• Set Path Display Line Texture
• Set Path Display Line Tile Length
• Set Path Display Line Width
• Set Path Display Source Point
• Set Path Display Visibility
• UI Frame Flag Check

Unit
• Change Empty Unit Variables In Events
• Find Placement From Point For Unit Type
• Find Placement From Unit For Unit Type
• Move Blockers From Point For Unit Type
• Move Blockers From Unit For Unit Type
• Set Unit Behavior Duration Remaining
• Set Unit Behavior Spawn Count
• Set Unit Ping Cursor
• Triggering Behavior Change
• Triggering Inventory Manipulation
• Triggering Range Unit
• Unit Behavior Changes
• Unit Behavior Effect Player
• Unit Behavior Effect Unit
• Unit Tag
• Units In Region With Alliance To Player Matching Condition
• Units Near Point Matching Condition
• Weapon Cooldown Remaining

User Data
• Is User Data Field Modifiable
• Load User Data Instance
• Load User Data Type
• Modify User Data (18 different types)
• Number Of User Data Fields
• Number Of User Data Instances
• Reset All User Data
• Reset User Data Instance
• Reset User Data Type
• Reset User Data Value
• Save User Data Instance
• Save User Data Type
• Type Of User Data Field
• User Data (18 different types)
• User Data Field
• User Data Instance
• User Instance From Reference
• User Type From Reference
• Value Count Of User Data Field
Edited by Daxxarri on 6/14/2012 6:04 PM PDT
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Posts: 2,531
Nice.
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Posts: 11,250

Environment
• Enable/Disable Fog At Ultra
• Pause/Unpause Water Transition
• Set Fog Color Over Time
• Set Fog Density Over Time
• Set Fog Falloff Over Time
• Set Fog Start Height Over Time
• Set Lighting For Player
• Terrain Texture At Point


thank you thank you thank you thank you thank you thank you
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Posts: 35
cool
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Posts: 1
wahhh, I still want to be able to paint terrain textures in triggers (random generative terrain in maps)
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Posts: 32
If possible it would be nice to have the ability to get more information about a weapon being used from the 'Unit Starts Attacking' event, so units with multiple weapons know which one is being used, or just more general information about weapon such as range and what not.
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Posts: 116
This update look very nice, might cause more interesting maps to be up. (E.g, Dark Mansion and Space Rogues from WC3)
Edited by Ironfist on 7/28/2012 6:51 PM PDT
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Developer
Posts: 236
07/17/2012 06:30 PMPosted by Krush
If possible it would be nice to have the ability to get more information about a weapon being used from the 'Unit Starts Attacking' event, so units with multiple weapons know which one is being used, or just more general information about weapon such as range and what not.


Great suggestion; we'll look into adding that in a future patch.
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Posts: 20
• Set Dialog Item Observed Type
• Set Dialog Observed Type

Do these work whatsoever? I can get no reliable, useful response from them.
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Developer
Posts: 236
• Set Dialog Item Observed Type
• Set Dialog Observed Type

Do these work whatsoever? I can get no reliable, useful response from them.


These functions are still being worked on and were left in 1.5 by mistake. They will have a more complete implementation in a future long term patch.
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Posts: 333
I would like more item functionality, like in WC3. Like, for example, the ability to get current charges on an item rather than having to calculate it out every single time I want to get an item's current charges.

And to simply enable/disable item stacking with an item.

Or add item stacking from one item type into another, so, for example, I can pick up arrows and they will be loaded into a quiver automatically.

ETC.
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