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Sc2mod is an open modding community for Starcraft 2. Our aims are to provide knowledge, resources and discussion to map creators and try to help each other. Whether you just started creating your first map, or are an experienced modder seeking feedback for your projects, you are always welcome here. Become a part of our community, get answers, feedback, and discussion and spend a good time with us.
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News

More space for custom maps!

written by boekie at Thursday, June 16th 2011, 11:52am

Blizzard announced that there will be more space to store custom maps: click here

The new patch is out!

written by boekie at Wednesday, January 12th 2011, 5:37pm

The new patch (1.2) is out and here is the link to all the patch notes!
Not only the game itself got a lot of bug fixes and balance changes but there were also alot of bugfixes and new features for the editor, check them out yourselves!

Patchnotes

New possible patch notes

written by boekie at Saturday, December 4th 2010, 11:10am

It's quite a long list and these patch notes can change before they will be released!
Here are all the editor patches, you can view the full list here

editor changes

StarCraft II Editor



* • Map locale management has been added.


* • Further editor tips and hints have been added.


* • Copy/Paste support has been added to the upgrade editor.


* • Modifed the Locales dialog (also in the Locale sub-menu) for adding or removing text locales.


* • Locale sub-menu is now available in Map/Mod menu for changing the active text locale for the current document.


* • The game will now properly find custom imported files within mods.


* • Maps can now depend on even more mods.


* • Mod Info dialog is now available from the Mod menu for more easily changing mod name and description text.
* • Change Focus commands are now available in the Trigger module View menu for switching input focus directly to different areas.


* • Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.


* • UI Layout files can now be added to Mods and Maps using the CustomLayoutFileArray filed in GameUIData. Most existing frames can be modified or overridden and entirely new templates can be added, which can be created from the Dialog system within the Editor.


* • Dialog Items can now be hooked up from already existing frames within a created Panel.


* • Attributes and values can now be hidden in the game lobby, configured through Game Variants.


* • Editor Tips dialog in the Help menu (and optionally on start up) improved with tips for using the editor effectively.


* • Created a new type of Dialog Item called Panel. Panels are containers for other dialog items to help with grouping and hierarchy.


* • The water editor layout has been improved.


* • The mouse wheel now scrolls the control under the cursor.


* • Copied doodads now retain their height offset.


* • Effect offsets can now optionally contain a Z component.


* • Attribute and Veterancy behaviors now normalize vitals when new levels are applied.


* • Mouse clicks and highlights are now allowed while in relative camera mode.


* • Edit boxes are now available for trigger dialogs.


* • Right clicking an item in an inventory will now have the icon appear immediately next to the cursor.


* • Behaviors can now be replaced by either the shortest duration (the original method) or by farthest distance.


* • Behavior abilities can now properly charge the player using the ability instead of always charging the owner.


* • New trigger action have been added:


o -- Set Visibility Type Of Text Tag, used to control whether fog or black mask hides the tag.


o -- Remove Inventory Item, used to instantly remove a requested item from an inventory.


o -- Bank Option, used to change options for banks including adding a signature


* • New unit properties have been added:


o -- Carried Minerals, Carried Vespene, Carried Terrazine, and Carried Custom Resource.


o -- Bounty (XP), used to grant experience when a unit is killed.


* • New trigger function: Verify Bank, used to verify that a bank’s signature is intact.


* • New trigger event: Mouse Moved, sent in response to the mouse being moved in the game world.


* • New Effect Used event property: Life, Shields, and Energy changed.


* • Added new UI to insert text tags for data references, unit info, and hotkeys.


* • Added an effect range to the effect ability to restrict how far away the effect can be placed. This will allow effects to behave like the Stalker Blink effect.


* • Added a behavior flag to suppress fidgeting.


* • Added a new stalemate melee option to determine
...[Read on]

Andromeda v0.2.0 about 80% finished!

written by geX at Saturday, November 27th 2010, 10:49pm

The next version of Andromeda is around 80% ready and I hope I can release it this year.

The version v0.2.0 which I am working on around 4 months will be a giant leap for the professional sc2 modding community. The language will include the following changes:
  • Added many new features. (See new specification, link below)
  • The language will use the new features of the galaxy editor (Andromeda code can now be embedded into custom script areas in the trigger editor.)
  • Some suboptimal features were removed or replaced by better ones
  • The whole development is now backed up by a large number of JUnit test cases (over 100 at the moment and still rising quickly) that allow me to check for bugs before releasing a new version. This will make the upcoming versions much more stable. I have even implemented a test system that automatically starts SC2 with a compiled test map and checks if the genereted code shows the anticipated runtime behaviour. This test system is called from the JUnit tests, so I can even check the semantics of the generated code fully automatically.
  • The code was almost fully reworked and has a much cleaner architecture now, which allows for faster updates in the future.


Since many new features were added (and some removed) I have written an updated version of the Andromeda specification, so you can already read about the new features. Also the parts of the specification that haven't changed were rewritten to be better understandable. You can read the updated specification here.
Stay tuned for the release! When it is done, almost all features I wanted in the language are implemented. The only features that are not yet in are Mixins, Interfaces, a supertype Object for all class types and stuff connected to these features.

New wiki

written by MasterCassim at Thursday, November 25th 2010, 7:08pm

We have decided to merge our wiki with Staredit.net to get a better, more powerfull wiki with more people working on it. Nothing else changed. You can access the wiki via our head banner or GalaxyWiki.net. Our old wiki will be available here untill we have transfered all important articles.

Thanks for your attention
Sc2mod.com Staff

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