I'm pretty new to the editor in general, but I've read a lot of the tutorials and spent enough time playing around to be able to do most of what I want to be able to do.
Like probably many people, I'm working on developing a mod that will let me use single-player units and upgrades from both campaigns on standard blizzard maps. I've managed to stumble through most of it fairly well after some trial-and-error as well as research here, but I have a few questions mostly related to HotS compatibility.
My current dependencies are:
Swarm Story
Swarm
Liberty
Liberty Story
1) I'm having problems with Widow Mines and HotS-related Mech upgrades. Widow Mines are set on the Train: Factory ability and the Factory Command Card, but they're not appearing on the ingame Factory command card. I can't even FIND the Drilling Claws upgrade in the data library (with a variety of keywords), but it pops up ingame as researchable. On that same note, I can't seem to make Siege Mode, Transformation Servos, or 250mm cannon work. What am I doing wrong? I feel like there's some kind of Dependency kerfluffle going on here.
2) When I research the Twin-Linked Flamethrower upgrade I added to the Factory Tech Lab, the icon shifts to the Drilling Claws one while upgraded (and takes away the Drilling Claws icon on the command card). The Factory Tech Lab command card does not show the Drilling Claws upgrade anywhere in Data editor. I also have two Transformation Servo upgrade buttosn on the ingame command card, despite there being only one on the Data editor command card.
3) When all this is done (eventually), how hard is it going to be for me to move the data from map to map? I was thinking maybe there was a way to create a dependency file out of what I've done on this map . . . maybe?
Any help or tips would be most welcome! I figured out a bunch of stuff, like how to fix Marauder stim, Orbital Commands, and all the lab research, but these ones have me confounded.
i had the same problem for a long time, the only way I found to fix this was to change the unit, like, the factory, and then reset it. You have to CHANGE it BEFORE you reset unit, then the command card is the card that it should be, then you can re-add the widow mine again.
The problem you have is the following: you made a map and THEN included campaign data, so in the editor, it looks like it doesn't have the campaign data but actually does, so any changes you make aren't saved because you are making changes to a non-existing unit. what you have to do is make a change that won't do anything,. like add an ability or change movmentspeed or anything. then, on the left side right click the factory unit in the data editor, a tab should pop up saying: Add Unit, Remove unit, Duplicate Unit, Modify Unit, Reset Unit. you have to click reset on the unit you changed so it becomes normal again.
Anyway, I wouldn't use the "Story" Dependencys because they mess things up, use the "campaign dependency" and make a new map, choose mod, swarm dependency, include campaign data. If you make a mod it will be easy to add it to maps instead of having to copy stuff from other your map into others.
Hmm, okay. Well, what I'd like (and what I think the mod will let me do) is to carry a series of upgrades and unit choices over to different maps so I can just load up a map, add the mod (this is the part I don't know how to do) and be able to play games with the alternate upgrades and unit choices on the existing map. No terrain changes necessary!
You only need Swarm Campaign as a dependency. This is something that confuses most people, too bad blizzard doesn't care about explaining it. Swarm Campaign already contains what you get from most other dependencies, the exceptions are some assets (mainly sounds) exclusive to Swarm Story and some of the data from HotS multiplayer.
An easy way to go around that is to copy the required data from a multiplayer map or mod to yours with campaign dependency, and you will have everything. But I believe someone was working on a custom mod that people could use as a dependency, and it has most issues already fixed, saving your time. I think it was Nolanstar, so you may ask him about it.
@Eph289: Go Yes, a custo mod can work as your dependency, you map will inherit all the changes made to that mod. That's why I suggested Nolanstar's mod, I'm not sure he finished it, but his idea was to make a mod for multiplayer + campaign stuff with all bugs fixed, saving time for te people who want to do just that, because there are several issues when you use both. I've been fixing all kings of bugs since HotS release.
Ohhh would you mind posting on Expanded official thread? If you have any suggestions or bugs to report let me know, the link is in my signature.
Ugh, the mod is not working nearly as well as I had hoped. I took the mod, loaded a Blizzard multiplayer map, and set the mod as the only dependency for the map. Then I tried to test it and ran into a bunch of issues.
The Armory, Barracks Tech Lab, and Starport Tech Lab completely ignored everything in the mod and just used the HotS standard multiplayer versions.
The Factory Tech Lab is still having the same problems I had earlier with certain upgrades appearing twice and others not appearing at all. I had to rebuild the Drilling Claws upgrade just to get it to work, but it still has two buttons on the Tech Lab.
What am I doing wrong here? I spent the better part of 10 hours rebuilding the data from the custom map I'd been editing into a mod thinking it was going to make this process easier, and it has even more glaring failures!
This just inexplicably happened as well. All my unit costs doubled. They're only producing one at a time.
The only dependency I'm using is my custom Mod and the only dependency the mod has is the Swarm (campaign) one.
Still having issues with 3 buildings not showing the proper upgrades (they're using the default HotS ones instead), and the Factory Tech Lab is still having issues with displaying two upgrades more than once and others not at all.
Figured out the unit cost issue. Still have some recurring issues:
Barracks Tech Lab is missing the following upgrades: Juggernaut Plating, Incinerator Gauntlets, Kinetic Foam, U-238 Rounds, G-4 Clusterbomb, Nitro Packs, Advanced Medic Facilities, Stabilizer Medpacks.
Factory Tech Lab duplicates Drilling Claws and Transformation Servos instead of having Siege Mode and 250mm Cannon
Starport Tech Lab is missing the following upgrades: Ripwave Missiles, Phobos-class weapons system, Rapid Deployment Tube, Advanced Healing AI, Shockwave Missile Battery, Cross-Spectrum Dampeners, Displacement Field, Tomahawk Power Cells, and Research Seeker Missile.
Armory research has Vehicle/Ship Armors combined ala HotS multiplayer instead of split and using Vanadium/Ultra-Capacitor upgrades. Also missing upgrades Command Center Reactor, Advanced Construction, Dual-Fusion Welders, Automated Refinery, and Micro-Filtering.
I'm fairly sure it's NOT the Command Cards, because I can move around, say, the Stimpack icon, and it will change position. However, the other buttons for my single-player upgrades don't show on the Starport, Barracks, or Armory. The Factory and Engineering Bay (more or less) work, but I can't tell the difference between the ability/requirements for the two sets of structures that's causing half of them not to work.
I'm attaching the mod in hopes that some sharp-eyed and helpful forum user will point me in the right direction.
@Eph289: Go that's weird. Are you sure you marked your map as Arcade, not multiplayer, in map options? If you let battlenet override data with multiplayer balance changes you may get lots of bugs.
Oh wow, haha. I didn't even think about doing that. Setting it to arcade fixed pretty much all the problems I was having, though now I get to debug all the new HotS abilities that aren't preloaded anymore! (much prefer that over stuff just not showing up)
Will setting it to Arcade have any impact on the standard AI?
I've been making good progress, but ran into a couple of issues. There's two types of upgrades that I'm struggling to enable.
1) Upgrades that "replace" the weapon or significantly modify the weapon. For example, Shockwave Missile Battery or Ripwave Missiles. I also suspect that Shaped Blast isn't working either.
2) Upgrades that transform the unit. Immortality Protocol is the big one. The Immortality Protocol upgrade doesn't have any effects associated with it. Automated Refinery also seems to fall into the same bucket.
1) Most campaign upgrades should work if researched. If not, the effects used by the weapon are different in melee and campaign, or the unit uses different weapons for each. Make tests in game to confirm if you don't understand the data structure. As one example you could make a Siege Tank attack a small group of allied units before and after the upgrade, then check if the damage changed.
2)Not all upgrades work through effects in the upgrade itself. Some upgrades are simply used in requirements, like all upgrades that unlock abilities, or through validators, these are common then the "ability" they unlock is in fact a behavior (passive ability). In this case the behavior is given to the unit, but only takes effect when the upgrade is finished.
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Hello there.
I'm pretty new to the editor in general, but I've read a lot of the tutorials and spent enough time playing around to be able to do most of what I want to be able to do.
Like probably many people, I'm working on developing a mod that will let me use single-player units and upgrades from both campaigns on standard blizzard maps. I've managed to stumble through most of it fairly well after some trial-and-error as well as research here, but I have a few questions mostly related to HotS compatibility.
My current dependencies are: Swarm Story Swarm Liberty Liberty Story
1) I'm having problems with Widow Mines and HotS-related Mech upgrades. Widow Mines are set on the Train: Factory ability and the Factory Command Card, but they're not appearing on the ingame Factory command card. I can't even FIND the Drilling Claws upgrade in the data library (with a variety of keywords), but it pops up ingame as researchable. On that same note, I can't seem to make Siege Mode, Transformation Servos, or 250mm cannon work. What am I doing wrong? I feel like there's some kind of Dependency kerfluffle going on here.
2) When I research the Twin-Linked Flamethrower upgrade I added to the Factory Tech Lab, the icon shifts to the Drilling Claws one while upgraded (and takes away the Drilling Claws icon on the command card). The Factory Tech Lab command card does not show the Drilling Claws upgrade anywhere in Data editor. I also have two Transformation Servo upgrade buttosn on the ingame command card, despite there being only one on the Data editor command card.
3) When all this is done (eventually), how hard is it going to be for me to move the data from map to map? I was thinking maybe there was a way to create a dependency file out of what I've done on this map . . . maybe?
Any help or tips would be most welcome! I figured out a bunch of stuff, like how to fix Marauder stim, Orbital Commands, and all the lab research, but these ones have me confounded.
Screenshots or map file available on request.
EDIT: Fixed Nitro Packs
@Eph289: Go
i had the same problem for a long time, the only way I found to fix this was to change the unit, like, the factory, and then reset it. You have to CHANGE it BEFORE you reset unit, then the command card is the card that it should be, then you can re-add the widow mine again.
@PillowFort: Go
What do I need to change the factory unit to? Not sure what you mean by reset either . . . sorry, could you explain that again? :S
@Eph289: Go
The problem you have is the following: you made a map and THEN included campaign data, so in the editor, it looks like it doesn't have the campaign data but actually does, so any changes you make aren't saved because you are making changes to a non-existing unit. what you have to do is make a change that won't do anything,. like add an ability or change movmentspeed or anything. then, on the left side right click the factory unit in the data editor, a tab should pop up saying: Add Unit, Remove unit, Duplicate Unit, Modify Unit, Reset Unit. you have to click reset on the unit you changed so it becomes normal again.
Anyway, I wouldn't use the "Story" Dependencys because they mess things up, use the "campaign dependency" and make a new map, choose mod, swarm dependency, include campaign data. If you make a mod it will be easy to add it to maps instead of having to copy stuff from other your map into others.
@PillowFort: Go
Thanks for the info. Figures I was trying to invent the Yamato Cannon without having a Battlecruiser first. >_>
@Eph289: Go
I had the same problem till 2 weeks ago :P now I am having different problems
@PillowFort: Go
Making good progress on the mod now that I know what I'm doing.
How do I assign the mod to different maps? Open a map and then load the mod dependencies?
@Eph289: Go
never used that feature, since all my maps are one-offs and If I want to change the terrain I just do that :)
@PillowFort: Go
Hmm, okay. Well, what I'd like (and what I think the mod will let me do) is to carry a series of upgrades and unit choices over to different maps so I can just load up a map, add the mod (this is the part I don't know how to do) and be able to play games with the alternate upgrades and unit choices on the existing map. No terrain changes necessary!
You only need Swarm Campaign as a dependency. This is something that confuses most people, too bad blizzard doesn't care about explaining it. Swarm Campaign already contains what you get from most other dependencies, the exceptions are some assets (mainly sounds) exclusive to Swarm Story and some of the data from HotS multiplayer.
An easy way to go around that is to copy the required data from a multiplayer map or mod to yours with campaign dependency, and you will have everything. But I believe someone was working on a custom mod that people could use as a dependency, and it has most issues already fixed, saving your time. I think it was Nolanstar, so you may ask him about it.
@SoulFilcher: Go
In principle, can you just use a Mod as a dependency to bring in all of the changes to that mod?
E.g. load up a new (or existing) map, add the dependency, and then all the stuff is added? Is that how that works?
EDIT: Btw, I've played Expanded a couple times. Thanks for posting that.
@Eph289: Go Yes, a custo mod can work as your dependency, you map will inherit all the changes made to that mod. That's why I suggested Nolanstar's mod, I'm not sure he finished it, but his idea was to make a mod for multiplayer + campaign stuff with all bugs fixed, saving time for te people who want to do just that, because there are several issues when you use both. I've been fixing all kings of bugs since HotS release.
Ohhh would you mind posting on Expanded official thread? If you have any suggestions or bugs to report let me know, the link is in my signature.
Replied on your thread.
Ugh, the mod is not working nearly as well as I had hoped. I took the mod, loaded a Blizzard multiplayer map, and set the mod as the only dependency for the map. Then I tried to test it and ran into a bunch of issues.
The Armory, Barracks Tech Lab, and Starport Tech Lab completely ignored everything in the mod and just used the HotS standard multiplayer versions.
The Factory Tech Lab is still having the same problems I had earlier with certain upgrades appearing twice and others not appearing at all. I had to rebuild the Drilling Claws upgrade just to get it to work, but it still has two buttons on the Tech Lab.
What am I doing wrong here? I spent the better part of 10 hours rebuilding the data from the custom map I'd been editing into a mod thinking it was going to make this process easier, and it has even more glaring failures!
This just inexplicably happened as well. All my unit costs doubled. They're only producing one at a time.
The only dependency I'm using is my custom Mod and the only dependency the mod has is the Swarm (campaign) one.
Still having issues with 3 buildings not showing the proper upgrades (they're using the default HotS ones instead), and the Factory Tech Lab is still having issues with displaying two upgrades more than once and others not at all.
Any help would be greatly appreciated!
Figured out the unit cost issue. Still have some recurring issues:
I'm fairly sure it's NOT the Command Cards, because I can move around, say, the Stimpack icon, and it will change position. However, the other buttons for my single-player upgrades don't show on the Starport, Barracks, or Armory. The Factory and Engineering Bay (more or less) work, but I can't tell the difference between the ability/requirements for the two sets of structures that's causing half of them not to work.
I'm attaching the mod in hopes that some sharp-eyed and helpful forum user will point me in the right direction.
@Eph289: Go that's weird. Are you sure you marked your map as Arcade, not multiplayer, in map options? If you let battlenet override data with multiplayer balance changes you may get lots of bugs.
@SoulFilcher: Go
Oh wow, haha. I didn't even think about doing that. Setting it to arcade fixed pretty much all the problems I was having, though now I get to debug all the new HotS abilities that aren't preloaded anymore! (much prefer that over stuff just not showing up)
Will setting it to Arcade have any impact on the standard AI?
@Eph289: Go No, standard melee AI works the same.
@SoulFilcher: Go
Great!
I've been making good progress, but ran into a couple of issues. There's two types of upgrades that I'm struggling to enable.
1) Upgrades that "replace" the weapon or significantly modify the weapon. For example, Shockwave Missile Battery or Ripwave Missiles. I also suspect that Shaped Blast isn't working either.
2) Upgrades that transform the unit. Immortality Protocol is the big one. The Immortality Protocol upgrade doesn't have any effects associated with it. Automated Refinery also seems to fall into the same bucket.
@Eph289: Go
1) Most campaign upgrades should work if researched. If not, the effects used by the weapon are different in melee and campaign, or the unit uses different weapons for each. Make tests in game to confirm if you don't understand the data structure. As one example you could make a Siege Tank attack a small group of allied units before and after the upgrade, then check if the damage changed.
2)Not all upgrades work through effects in the upgrade itself. Some upgrades are simply used in requirements, like all upgrades that unlock abilities, or through validators, these are common then the "ability" they unlock is in fact a behavior (passive ability). In this case the behavior is given to the unit, but only takes effect when the upgrade is finished.