Hey guys, I'm working on a custom map that I want to be able to use bridges(That can extract & retract) as well as gates (that can lower and raise). Now for the editor to be able to use those I need to have the Campaign dependencies added to the map file. So, I added those up and everything works fine, got the gates working, got the bridges working. Here comes the problem...
You are able to build all the single player campaign units/heroes when you go to test the game. Is there a way to have campaign dependencies allowed in your map file but still make everything else similar to how a normal melee map would be played in game? I can't for the life of me figure this out!"
I doubt there's an easy way, at best you could switch the read priorities, but that would still cause errors if the multiplayer mod doesn't have data for an asset.
What you can do is copy individual objects into your own mod (probably easiest to copy the text block in XML format) and import that on top of a multiplayer-dependency map.
Hey guys, I'm working on a custom map that I want to be able to use bridges(That can extract & retract) as well as gates (that can lower and raise). Now for the editor to be able to use those I need to have the Campaign dependencies added to the map file. So, I added those up and everything works fine, got the gates working, got the bridges working. Here comes the problem...
You are able to build all the single player campaign units/heroes when you go to test the game. Is there a way to have campaign dependencies allowed in your map file but still make everything else similar to how a normal melee map would be played in game? I can't for the life of me figure this out!"
Thanks,
I doubt there's an easy way, at best you could switch the read priorities, but that would still cause errors if the multiplayer mod doesn't have data for an asset.
What you can do is copy individual objects into your own mod (probably easiest to copy the text block in XML format) and import that on top of a multiplayer-dependency map.
You'll need to manually edit out all the campaign stuff. It sounds daunting but it's not really that bad.