[SOLVED] If you're going to use a test map for a mod, make sure the test map does NOT already use your mod as an existing dependency.
OR test the MAP separately with your mod as a dependency.
[SOLVED]**
After I added "Swarm Multi" dependency, the Warhound is now building 2 units at once.
I've checked the Factory, and it only has 1 linked train ability.
I've checked (and even deleted and readded) the "Build Warhound" ability on the train menu.
Have you checked all fields of "Factory - Train" ability?
- Field Factory - Train (Factory)
- (Basic) Ability: Info +
- Build Warhound
- Info - Unit (If this field has two or more same units on it will train two or more)
It is possible that one dependency has the warhound in that exact entry and you're not seeing it. Try using another entry near the end of the list and see if it gets fixed.
Moved the Warhound Train command from 08 to 16 on the Train Factory ability. - No luck.
Physically moved the icon/button on the Factory UI. - No luck.
Created an entirely new duplicate of the Train Factory Ability, created a new command on a different command space to the Warhound on the default Train. - WORKS!
On this note, I've noticed this happening with more and more units now.
It seems any Campaign units that are originally listed in the campaign train abilities
Ie. Larva -> Swarm Story, spawn 2.
This happened ever since I added the Swarm Multi dependency. (I did this after reading one of your posts SoulFilcher).
So I guess I could either ditch the Swarm Multi dependency (and risk problems when using it as an extension), which I don't really want to deal with
OR
I'm going to have to create Unique Train abilities for all of the additional units I'm going to want to reuse, which is a total pain.
@XViper: Go Larvae may have another problem entirely. I HotS campaign Hatcheries spawn larvae way faster than multiplayer and I remember I had to change it back to multiplayer rate manually.
Also, when you change the entry in the train ability be sure to change the entry used by the button. Try not to use the original buttons in the command card because many of them will bug, set them to undefined so they won't be seen, then create new ones and make your changes, this way you can avoid some annoying results. I had a few of those but now they're all fixed, and I didnt need to make new train abilities.
@XViper: Go In the field that says ability command (first field for the button), one of the options is undefined. It will keep the button there but it wont be used, this way you can be sure your new button uses a new entry and wont try to replace one of the originals.
Oh.... so you mean make them undefined and move them 'down' (below) the new buttons I make?
Sorry, I think I misunderstood. Thought you meant just not use that space on the command card at all.
[SOLVED]
If you're going to use a test map for a mod, make sure the test map does NOT already use your mod as an existing dependency.
OR test the MAP separately with your mod as a dependency.
[SOLVED]**
After I added "Swarm Multi" dependency, the Warhound is now building 2 units at once.
I've checked the Factory, and it only has 1 linked train ability.
I've checked (and even deleted and readded) the "Build Warhound" ability on the train menu.
I'm suitably confused. Why is it training 2?
Have you checked all fields of "Factory - Train" ability?
- Field Factory - Train (Factory)
- (Basic) Ability: Info +
- Build Warhound
- Info - Unit (If this field has two or more same units on it will train two or more)
Hey Terhonator,
Here's a screenshot of the Design and Tableview for the ability.
I'm pretty sure I've checked everything.
The only Warhound data under "Abilities" within the XML is
<CAbilTrain id="FactoryTrain"> <InfoArray index="Train8" Time="40"> <Button DefaultButtonFace="WarHound" State="Restricted" Requirements="HaveArmoryAndAttachedTechLab"/> <Unit value="WarHound"/> </InfoArray>
Are you using what dependencies? "Campaign" and "Multi" are not recommended together.
I can even make make a small test map if I get details :)
It is possible that one dependency has the warhound in that exact entry and you're not seeing it. Try using another entry near the end of the list and see if it gets fixed.
Hey guys,
So I tried the following.
On this note, I've noticed this happening with more and more units now.
It seems any Campaign units that are originally listed in the campaign train abilities
Ie. Larva -> Swarm Story, spawn 2. This happened ever since I added the Swarm Multi dependency. (I did this after reading one of your posts SoulFilcher).
So I guess I could either ditch the Swarm Multi dependency (and risk problems when using it as an extension), which I don't really want to deal with OR I'm going to have to create Unique Train abilities for all of the additional units I'm going to want to reuse, which is a total pain.
@XViper: Go Larvae may have another problem entirely. I HotS campaign Hatcheries spawn larvae way faster than multiplayer and I remember I had to change it back to multiplayer rate manually.
Also, when you change the entry in the train ability be sure to change the entry used by the button. Try not to use the original buttons in the command card because many of them will bug, set them to undefined so they won't be seen, then create new ones and make your changes, this way you can avoid some annoying results. I had a few of those but now they're all fixed, and I didnt need to make new train abilities.
I always change the button on the command card to the correct train ability value.
How do I set them to undefined?
@XViper: Go In the field that says ability command (first field for the button), one of the options is undefined. It will keep the button there but it wont be used, this way you can be sure your new button uses a new entry and wont try to replace one of the originals.
Oh, sorry. I thought you meant in the "Train" ability. I can't use undefined on the command card, I need all the spots. :(
@XViper: GoWhat do you mean by all the spots?
Oh.... so you mean make them undefined and move them 'down' (below) the new buttons I make? Sorry, I think I misunderstood. Thought you meant just not use that space on the command card at all.
@XViper: Go Yeah, make them undefined, leave them where they are, then place new buttons on top.
I'll give that a shot and let you know how it goes :)