Well, that's not true, as it doesn't seem to be the ability (i remade the ability from scratch and used the same units/requirements/values to test it), but the units it builds that are broken. Stick with me, this one is very confusing.
Firstly I'll explain what it is supposed to do, and in fact what it did before a patch a few months ago broke it and I raged so hard I stopped mapping back in Oct. My build ability allows a unit to build a command center, engi bay, factory, armory, fuse core(these five buildings are the order on my prime tech tree), and several other buildings that require one of these structures. Eg: You cannot build a sensor tower, without first building an engineering bay, which cannot be built without a command center. The issue is that I am able to build the command center, but the buttons on the unit card are greyed out for the engineering bay, and all other structures that required a command center. HOWEVER, if I place a command center (from the editor) that belongs to me, when I load the map I AM able to build my engi bay, but still not the sensor tower. Also, If I lift off my command center (that was placed from editor, that previously let me place engi bay) and then land it again, I am again unable to build the engineering bay (which I know is morphing it's actually two separate units etc., just pointing out that it is not a unit ID issue).
SHORT: my building requirements ignore the structures I have built with my unit, and only allow me to tech up ONE tier from wherever I began at the map start.
If it helps at all, my command center is able to produce SCVs and operate as normal, and I have tested at various points in the tech tree with similar results, so it is not merely a single unit that got twisted.
Is there a toggle somewhere that I flipped? or defaulted away from what I was used to after that patch? I am at this point clueless.
Issue is with the morph ability when it lands is converting your flying command center into a different unit. Odds are your modified command center is now a dupe unit which is treated seperately and your requirements are still referencing the original and not your modified one. So you have command center A which then lifts off to form the flying version but on landing is morphing into command center B which is the same one your unit builds.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
DrSuperEvil's idea is very possible. How many CC versions do you have? You said it happens with other strcutures as well, do they have more than one version? If they do, the requirements are poniting to the original units while your buil ability produces the new versions.
Hmm... as best I can, really not sure if there is a place within the editor that lists off requirements for easy viewing. But I got this picture for what I used to set the requirements, in the red box.
For Engineering Bay "Requirement: Have Command Center"
For Sensor Tower "Requirement: Have Engineering Bay"
And the Button's state is always set the Available, before anyone asks =)
To back track and maybe nudge some replies along:
The patch that I believe broke my map was the patch that removed the requirement field from the unit cards, where I had redundantly set up the same requirements that I set in the build ability.
Also, loaded up my map and got this error for the first time:
[3/13/2012 5:35:51 PM] Warning: Base.SC2Data\GameData\UnitData.xml(1488,13) : Unable to write value: HeroicBuild,Build1; reason: Core: invalid object type identification Source: Untitled Map Entry: Vulture Scope: CUnit.SCardLayout.SCardLayoutButton Field: CardLayouts[1].LayoutButtons[0].AbilCmd
Heroic build is the name of the ability and a vulture is one of my builders ... the rest is gibberish, anyone translate?
Well, that's not true, as it doesn't seem to be the ability (i remade the ability from scratch and used the same units/requirements/values to test it), but the units it builds that are broken. Stick with me, this one is very confusing. Firstly I'll explain what it is supposed to do, and in fact what it did before a patch a few months ago broke it and I raged so hard I stopped mapping back in Oct. My build ability allows a unit to build a command center, engi bay, factory, armory, fuse core(these five buildings are the order on my prime tech tree), and several other buildings that require one of these structures. Eg: You cannot build a sensor tower, without first building an engineering bay, which cannot be built without a command center. The issue is that I am able to build the command center, but the buttons on the unit card are greyed out for the engineering bay, and all other structures that required a command center. HOWEVER, if I place a command center (from the editor) that belongs to me, when I load the map I AM able to build my engi bay, but still not the sensor tower. Also, If I lift off my command center (that was placed from editor, that previously let me place engi bay) and then land it again, I am again unable to build the engineering bay (which I know is morphing it's actually two separate units etc., just pointing out that it is not a unit ID issue).
SHORT: my building requirements ignore the structures I have built with my unit, and only allow me to tech up ONE tier from wherever I began at the map start.
If it helps at all, my command center is able to produce SCVs and operate as normal, and I have tested at various points in the tech tree with similar results, so it is not merely a single unit that got twisted.
Is there a toggle somewhere that I flipped? or defaulted away from what I was used to after that patch? I am at this point clueless.
Issue is with the morph ability when it lands is converting your flying command center into a different unit. Odds are your modified command center is now a dupe unit which is treated seperately and your requirements are still referencing the original and not your modified one. So you have command center A which then lifts off to form the flying version but on landing is morphing into command center B which is the same one your unit builds.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
DrSuperEvil's idea is very possible. How many CC versions do you have? You said it happens with other strcutures as well, do they have more than one version? If they do, the requirements are poniting to the original units while your buil ability produces the new versions.
I modified the originals, there are only one of each unit mentioned ... except the SCVs =(
@Undies: Go
Could you elaborate on the exact phrasing of the requirements you're using?
Hmm... as best I can, really not sure if there is a place within the editor that lists off requirements for easy viewing. But I got this picture for what I used to set the requirements, in the red box.
For Engineering Bay "Requirement: Have Command Center"
For Sensor Tower "Requirement: Have Engineering Bay"
And the Button's state is always set the Available, before anyone asks =)
To back track and maybe nudge some replies along: The patch that I believe broke my map was the patch that removed the requirement field from the unit cards, where I had redundantly set up the same requirements that I set in the build ability.
Also, loaded up my map and got this error for the first time: [3/13/2012 5:35:51 PM] Warning: Base.SC2Data\GameData\UnitData.xml(1488,13) : Unable to write value: HeroicBuild,Build1; reason: Core: invalid object type identification Source: Untitled Map Entry: Vulture Scope: CUnit.SCardLayout.SCardLayoutButton Field: CardLayouts[1].LayoutButtons[0].AbilCmd
Heroic build is the name of the ability and a vulture is one of my builders ... the rest is gibberish, anyone translate?