Arcade

Map Making Tutorials

Data Module

In this three-part tutorial, you will get acquainted with some of the many features that the StarCraft 2 Editor has to offer, while making a small adventure map similar to the first mission in the Wings of Liberty campaign.

If you haven't completed Part One of this tutorial yet, you can find it [here].
If you haven't completed Part Two of this tutorial yet, you can find it [here].

If you would like to jump straight into this tutorial without having to go through the terrain and trigger tutorials, you can use the map that we have been working on in those tutorials, located [here].
Objective:

Get acquainted with the Data Module by editing existing data for units, abilities, effects, and weapons.

End Result:

When we finish this tutorial, we will have a modified Jim Raynor (Commando) unit with extra health, armor, different abilities, and a modified weapon.

Introduction

StarCraft II comes packed with hundreds of pre-made units, doodads, tilesets, and abilities. But what if we wanted to create a map with an entirely new unit or ability? Or a map where Dark Templar could Blink, and Battlecruisers had no armor but insane health? The Data Module is where we can set all of that up. In fact, the Data Module lets us modify almost everything about StarCraft II.

In this tutorial, we will go over ways to modify existing data including modifying unit health, armor, starting energy, adding and removing existing abilities to units, and modifying weapon firing rates and damage.

I. Navigating the Data Editor

To open up the Data Module, press [F7] or click on the Data Module button from the toolbar at the top of any of the other editor modules. The Data Module button has a picture of a blue Marine on it.

The Data Module window looks intimidating on first glance. There are tables full of words in small fonts and drop-down menus with a lot of options whose purposes might not be that intuitive. Once we explain how things are organized, however, it won't feel so daunting.

A. The Data Tree

We can think of Data in StarCraft II like a tree. Each map in StarCraft II has at least one “Mod” attached to it that contains information about the units, abilities, weapons, tilesets, effects, UI, etc. that can be used on that map


  1. Catalog
    This trunk is broken into different "Catalogs" of data. “Units” are a catalog. “Abilities” are a separate catalog. These catalogs work together to form the game data as a whole.
  2. Object
    Each catalog contains "Objects," which are specific entries in that catalog. In the Units catalog, "Marine" is an object. "Stalker" is another object.
  3. Field
    Each Object contains a list of "Fields" that are associated with it. These are the types of information that define each unit. For the Marine object, "Life Maximum" is a field. "Abilities" is another field.
  4. Value
    Each field has one or more "Values." Some are a single value, like "Life Maximum." The Marine’s Life Maximum is 45. Some have a list of values, like "Abilities," since each unit can have multiple abilities.

B. Setting Up Our Workspace

Before we start working, we're going to set a couple of options like we did in the Trigger Module tutorial. Keep in mind that all of the options that we are going to set are for the sole purpose of following along with the pictures in this tutorial. There is no right or wrong way to set up your editor to work; so experiment and see what works best for you.

  1. View Raw Data
    We're going to turn this option OFF. Every object has an ID that it is referred to with, and it has an associated text value that is its name. Take the unit we are going to be modifying, Jim Raynor (Commando), for example. His ID is just Raynor, but his name is Jim Raynor (Commando). Show Raw Data would let us view Raynor instead of Jim Raynor (Commando).
  2. Display Object List As Tree
    We're going to turn this option OFF. Show Object List organizes the list of objects into folders based on categories, so that you can look through the objects list like you do when looking through folders on your computer.
  3. Display All Object Sources
    We're going to turn this option OFF. As we modify data, we don't modify the game data for the entire game; we just modify the data for our particular map. This new data is stored in the map we're making. Toggling this option ON will show us the original data as one entry, and our new, modified data as a different entry when we modify existing units. Since we have the option set to OFF, when we change our unit, Jim Raynor (Commando), we won't see two entries for the unit, just one.
  4. Show Object Explorer
    We're going to turn this option ON. Explorer view is good for showing you what objects are connected to other objects in data. If we're viewing Jim Raynor (Commando) and we want to look at his weapon data really quick, we can find his weapon in the Explorer section and select it to show its data, rather than navigating to the Weapons tab and finding his weapon in the list of weapons in the game.
  5. Table View
    We're going to turn this option ON. When this option is turned ON, we see a table with a list of object fields on the left, and field values on the right. Double-clicking on a field or value will bring up a new window with controls to edit the value. Turning this option ON will automatically turn Detail View and XML View off.
  6. Detail View
    We're going to turn this option OFF. When this option is turned ON, instead of seeing a table with a list of fields and values, we will see all of the controls for editing those values. Turning this option ON will automatically turn Table View and XML View off.
  7. XML View
    We're going to turn this option OFF. When this option is turned ON, we see a text editor view of the data, which is formatted in XML. All of the game data in StarCraft II is stored and read by the game in this format. The Data Module’s main purpose is to make this data easier to read and modify for those unfamiliar XML. We will go into more detail about this view in another tutorial. Turning this option ON will automatically turn Table View and Detail View off.
  8. Show Default Values
    We're going to turn this option ON. Instead of storing every value of every field for every unit, we save space by storing some default values for some objects, and then setting up new objects so that they "inherit" values from these first, or parent, objects. In the editor, these default values show up grey, and can be hidden by toggling this option ON. This can be confusing if we're looking for a value that hasn't been explicitly set for a unit, because it will be hidden to us.
  9. Show Advanced Values
    We're going to turn this option ON. By default, certain fields that require a detailed knowledge of game data are hidden. Experienced users may need to use these fields to implement more advanced functionality. These fields can be shown by toggling this option ON.


  10. Show Field Type Names
    We're going to turn this option OFF. Fields are organized by "field type," so that all fields related to unit behaviors or unit abilities, are grouped together in Table View. Sometimes this is helpful for finding fields, but sometimes it can be confusing if you don't know what field type your desired field is grouped under. For now, we are going to leave it OFF.
  11. Combine Structure Values
    We're going to turn this option ON. Some object fields are related. Double-clicking on any one of the related fields will bring up the same window with controls for all of the related fields. An example of this is Unit Command Card fields. Turning this option ON will combine all of those fields in Table View into one field with a "+" sign after the field name.
  12. XML Syntax Highlighting
    We're going to turn this option ON. Some object fields are related. Double-clicking on any one of the related fields will bring up the same window with controls for all of the related fields. An example of this is Unit Command Card fields. Turning this option ON will combine all of those fields in Table View into one field with a "+" sign after the field name.


  13. Commit XML Changes
    This button is greyed out unless you have uncommitted XML data changes while working in XML view. We aren’t using XML view in this tutorial, so we won’t use this button.

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Comments (52)

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critterpants #707
critterpants
3/10/2013
I feel like this should be easy, but I can't find it for the life of me; how do you change the build time of structures?
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ComingStorm #978
ComingStorm
3/10/2013
Anyone know how to make a custom model? I am bored of these.
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MetalKing #985
MetalKing
4/5/2013
@ComingStorm: If you are talking about what is not already part of the package, You probablyy need some third party software such as 3ds max or Blender.
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I too can't figure out how to add an ai opponent. what am i not seeing?
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Spore #982
Spore
3/27/2013
@CFH: Melee AI can be added by [trigger-player] settings. You can go set their difficultiy level as well.
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Fennrir #175
Fennrir
1/28/2013
None of these helpful tutorials tell how you put in an ai. Anyone know how?
please reply
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Aegeus #608
Aegeus
1/20/2013
So in order to make a custom unit with all of the animations and a certain model I need to go and select and add every single animation I want? seems tedious.
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Naland #589
Naland
1/5/2013
As a warning to everyone, when you try to preview your Raynor model, it won't work if you follow the way in this tutoring. There's a glitch or something. Don't bother trying to figure out if you did something wrong.

Bottom line: you didn't, Blizzard just sucks at keeping things up-to-date.
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Naland #589
Naland
1/5/2013
Why doesn't preview actor work? Why? That's the main part I wanted from this tutorial, and it doesn't work.
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Dorian #814
Dorian
12/8/2012
How do you delete units so they can not be used on the map your making?
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Zearin #335
Zearin
11/18/2012
GOOD: I love that you’re publishing Editor Tutorials on the site now. :) (I still find the editor clunky, but its improvements between the original game’s launch and today are tremendous. Great work, Editor Dev! Please keep it up!)

BAD: I think this tutorial makes a mistake (although clearly motivated by good intentions). When reviewing the steps to configure the Data Editor’s view, each button that affects the view is listed as a separate step.

This is counter-intuitive, because most of these buttons work like “radio buttons”. Therefore, it does not consist of separate steps to set Table View ON, Detail View OFF, and XML View OFF. There is only one step involved: click Table View. Done.

It’s pretty clear that the tutorial’s goal is to describe what the other options do, providing an overview-level understanding of the different views in the data editor. I think that’s a great thing to do! And I appreciated having that information provided in this tutorial.

The only issue is that this extra info is presented as **separate steps**. Again: they require only **one** step on the user’s part, because they function as radio buttons.

I would have included the same information, but grouped it differently. For example, since the tutorial is using Table View, I would have put the descriptions for Detail View and XML View “within” the step that sets Table View ON, using indentation/formatting/styling to distinguish them as “supplementary information” rather than “steps to get the user’s Data Editor to match the tutorial.”

If any community managers, authors, devs, or other Blues are reading this, I’d like to request someone revisits this article to make edits along these lines.

----

That said, I can’t overstate enough how pleased I am that SC2 Editor Guides are available on this site! This is of huge benefit to me (and many others, I hope!), and I would love to see more of this. ☺
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LiquidCoke #174
LiquidCoke
10/29/2012
This is Sick
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Gwchemicals #170
Gwchemicals
10/8/2012
Is there a way to change a players cargo limit in the data editor? or is that some where else?
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SamFry #834
SamFry
9/12/2012
You should make a note that when creating an actor for the ability animation you must name the message. I read your tutorial over and over trying to figure out why Raynor was shooting the railgun and killing units, but the animation was not working. It took me about 45 minutes to figure out that you need to name the message. Example: for the railgun attack, msg type: AnimPlay, Name: Attack, Properties: Attack. and so on. You tell the readers to select a name from the drop down menu, but made it sound like you don't need one by saying "The name of an animation doesn't have any bearing on the animation itself; it just lets us refer to it in other actor messages". To a newbie, like myself, that means it's not required but it's optional. Just wanted to let you know so that it is a little more clear that even though the name itself is not important, having one (whatever you make it be) is.

Thank you for the tutorials, they are still awesome. :^)
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CronicGreens #563
CronicGreens
9/1/2012
and i thought learning XML would never pay off lmao what are the odds, now to find use for my c++ :(
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cRiSp #283
cRiSp
11/9/2012
@CronicGreens: The script language Galaxy built in to the editor has syntax based on C/C++ so there you go.
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sketchi #281
sketchi
7/17/2012
How do make a Unit White or a color, or when freed or released, or found, that unit color changes to yours and becomes one of your UNITS
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CronicGreens #563
CronicGreens
9/1/2012
@sketchi: there should be a trigger for that, look for key word "rescue" in the trigger modual deal. if its not there then its deffinatly a unit property that makes it "rescuable". sry for not having exact answer. or if color change isnt a huge deal just use the "change unit control" trigger
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MOTHBALLS #115
MOTHBALLS
6/2/2012
anyone knows how i can upgrade ground wepons for protoss by using a raven, ive set the ability on the raven but every time i use it, it says in red words Twilight carncil???????
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CronicGreens #563
CronicGreens
9/1/2012
@MOTHBALLS: u actually have to change the requirements for the upgrades.
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Josiah #349
Josiah
5/27/2012
IDK how to make a mod
cause at first it starts off all blaack and i have no clue what to do after that any suggestions?
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MOTHBALLS #115
MOTHBALLS
6/8/2012
@Josiah: go to file new and open a new map then ill nolonger be a black screen :)
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mowlord #711
mowlord
5/12/2012
I really wanna make an awesome map but this tutorial is to boring to read through.
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Doomkiin #409
Doomkiin
8/31/2012
@mowlord: i have to say the same but if youer already bored it will seem lis boring, and if that dasint help, jest thank of the rewards it brings.
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camden #268
camden
4/29/2012
JJkill,
okay what you do is hit new page top left then when it gives you the settings it will show (liberty)melee change that to campaign
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JJkill #514
JJkill
4/28/2012
OK for some reason I don't have access to Raynor :(
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camden #268
camden
4/29/2012
@JJkill: are you in campaign?
because if you didn't change it you will have only what you can use in a quick match.
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Josiah #349
Josiah
5/27/2012
@camden: well what does melee change?
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Josiah #349
Josiah
5/27/2012
@camden: Cuse there is another option the melee option what does that change????
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Bruxinth #782
Bruxinth
8/28/2012
@Josiah: When you select melee, only the units that are allowed for multiplayer action are allow to be created. In that mode, special units like goliaths, firebats, and other units that you could only use in the campaign, won't appear on the unit list. When you have campaign on, the units now appear, but the map can't be used for standard Star Craft multiplayer action. Thats the difference.
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TheGuardian #680
TheGuardian
3/18/2012
Why are the 'Combine Structure Values' and the 'XML Syntax Highlighting' sections exactly the same?
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Volkier #185
Volkier
3/8/2012
Also completed the tutorial (had the actors part), and for some reason, I can't get Raynor to animate the grenade throw. Done everything, re-checked, even did a bit of trial and error. He still spawns grenades from his chest, and then about 10 seconds later does 3 grenade throw animations in a row. After that, the subsequent "casts" of grenades or turrets don't generate any animations at all.

Sniper rifle round just animates standard attack - but at least it animates something. I guess I can mess around with that to make Raynor "line up the shot". Basically, can anyone explain what the time parameters stand for? Why have we changed the grenade throw from -1.0 to 1.5 , WHY is it negative in the first place? Wouldn't that mean that the animation happens BEFORE we click it? (obviously pretty hard, since the code would need to literally read the user's mind). Anyone able to steer me in the right direction?
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Volkier #185
Volkier
3/8/2012
This tutorial is certainly a great start to the basics for a newbie like myself. Just a quick question though - I am not getting the "requirement" tab when I try to add command card buttons. Obviously not needed for this very tutorial itself, but how do I enable it? I only get "Command Type" , "Ability" and "Ability Command" in that VERY order - no sign of the "Requirement" tab, and the order is different here. What option am I forgetting to enable?
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marcus #1983
marcus
1/8/2012
why not try before saying anything i have marines with full auto sniper rifles
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ttrot #579
ttrot
12/14/2011
besides IT DOSEN'T tell us how to change the damage it just tells us how its works -_- not all of us program and know this thing very well plz fix (page 2)
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IMProdox #420
IMProdox
12/19/2011
@ttrot: the reason they dont tell you is cuz its obvious once you get there you click the health and then just type in a new value
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Cthulu #940
Cthulu
2/24/2012
@Prodox: Damage is more complex. I believe you have to modify the weapon itself. And he said Damage anyways. If you really want to know how to use GE then search "onetwoSC" on youtube. He has some good tutorial videos. For more in depth questions go to sc2mapster.com
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FrozenFire #721
FrozenFire
3/25/2012
@Nightblade: Go into the Weapons tab and go to the linked effect for that weapon that says "--------- (Damage)". From there, all you have to do is change the effect's amount.
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ttrot #579
ttrot
12/14/2011
makes no sense plz go more into detail please ? cause being lazy is not an option when it comes to doing tutorials about sc2's incredibly complex editor
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Gopwaz #502
Gopwaz
12/14/2011
its confusing me