is there any way to deal with bugged command cards in the editor?
i think its a problem that comes from multiple dependencies, but im not sure. basically it moves/hides abilities and/or buttons for some command cards without any logical pattern
the unit worst affected is the ghost, i cannot for the life of me give it the command card i want him to have, my abilities always get shifted around, disappear, get hidden by other buttons etc
i even tried completely deleting the buttons in xml, then building then anew directly in XML - this worked for some units, but not for the ghost. buttons are still duplicated or appear in different places than i specified, or link to the wrong abilities.
i even tried duplicating the ghost unit, but the command card on my new ghost is just as broken. if i copy the command card to a different unit, it works without problems...
where does all that confusion come from? is it multiple dependencies?
i have other bugged command cards as well, some where buttons appear that i cannot delete in the editor (swarm host flying locust button), some where abilities appear twice once i add them in the editor (viper parasitic swarm), and other messy stuff
is there ANY way to deal with this in this broken piece of crap blizzard calls an editor?
It could be that you have requirements linked to the ability which would cause it to be locked. Also if you placed multiple abilities in the same spot, it will take the first unlocked one to show. You could have also forgotten to put values in all 3 of the drop down menus for each ability, which would cause the ability to not show up.
If you are using the campaign mods then you must not use the "multi" mods. Equally well you might have issues if you use the "Left2Die" mod as that is not too compatibly with LotV campaign.
Run through all the XML and manually determine what the command card should be. You may find that the editor is generating stupid XML with regard to what already exists for the entry.
For nested command cards to work you need to use the appropriate naming convention as used by the editor when naming the command card pages. Using any other naming convention for the pages can cause it to bug to some extent so the buttons do not work correctly or do not show in the editor.
If you are using the campaign mods then you must not use the "multi" mods. Equally well you might have issues if you use the "Left2Die" mod as that is not too compatibly with LotV campaign.
Run through all the XML and manually determine what the command card should be. You may find that the editor is generating stupid XML with regard to what already exists for the entry.
For nested command cards to work you need to use the appropriate naming convention as used by the editor when naming the command card pages. Using any other naming convention for the pages can cause it to bug to some extent so the buttons do not work correctly or do not show in the editor.
i only used the campaign mods :/
anyways in the meantime i solved it by turning the murloc marine into my new ghost. took a fraction of the time i already spent in uselessly trying 30 ways to fix the command cards
It could be that you have requirements linked to the ability which would cause it to be locked. Also if you placed multiple abilities in the same spot, it will take the first unlocked one to show. You could have also forgotten to put values in all 3 of the drop down menus for each ability, which would cause the ability to not show up.
dude. seriously. dude. even tho i was almost sure someone would post something like this i cant help but get a little bit angry.
Short answer: There is no easy way to fix units because different mods (=dependencies) have different values.
Longer answer: I have found it easiest solution to remove or add abilities, then fix buttons manually. I know what I am talking about. I remember all the way back 2010 when I first time realized how hard it is to fix units. For example in my own mod I have modifed every unit slightly to get the result I want to. On the bright side I have learned to do customized units when editing "normal" units. Unfortunately it is long learning process and SC2 editor is harder to to use than WC3 for example.
We can help you best way when you ask very detailed question like:
"I am using Legacy of the Void (Campaign) dependency" and Ghost's "Launch missile" button is missing. What is best way to fix this?"
well yesterday i just said screw it and turned the murloc marine into the new ghost
copied all the sound and art data over, all in all it took me like 20 minutes maybe until the new ghost was perfect. and that was after spending at least 5 hours trying to fix the old ghosts command card
im still confused about inheritance of values tho, since duplicating the old ghost just resulted in the same problem
anyways, i still have 2 open problems with command card, and those i can ask in detail:
my dependencies are: wol campaign, hots campaign, lotv campaign
- when i add parasitic bomb to the viper, it always gets displayed in row 2 column 3 (bottom row, second to last button) as well as in the place where i added it
- i cannot delete the "flying locust" button from the swarm host
if anyone could help with these two specifically, id be grateful, i dont want to create units from scratch again just because of two stupid buttons :((
so some new blizzard patch broke the buttons in my mod again
after spending more than 2 hours just to try to get the hydralisk den buttons to work, i think i ve come up with the best possible solution to all button problems:
1) highlight the command card field in data
2) switch to xml view of your unit (ctrl - 3)
3) delete everything under <CardLayouts>
4) start by force-deleting any pre-existing buttons from dependencies via "<CardLayouts index="0" removed="1"/>"
5) manually code all your buttons in xml, index them starting with a high number, like 10, switch to a base mod like "Liberty.SC2Mod" in the tabs at the top to copy/paste basic buttons like the cancel buttons from there
is there any way to deal with bugged command cards in the editor?
i think its a problem that comes from multiple dependencies, but im not sure. basically it moves/hides abilities and/or buttons for some command cards without any logical pattern
the unit worst affected is the ghost, i cannot for the life of me give it the command card i want him to have, my abilities always get shifted around, disappear, get hidden by other buttons etc
i even tried completely deleting the buttons in xml, then building then anew directly in XML - this worked for some units, but not for the ghost. buttons are still duplicated or appear in different places than i specified, or link to the wrong abilities.
i even tried duplicating the ghost unit, but the command card on my new ghost is just as broken. if i copy the command card to a different unit, it works without problems...
where does all that confusion come from? is it multiple dependencies?
i have other bugged command cards as well, some where buttons appear that i cannot delete in the editor (swarm host flying locust button), some where abilities appear twice once i add them in the editor (viper parasitic swarm), and other messy stuff
is there ANY way to deal with this in this broken piece of crap blizzard calls an editor?
@summerloud: Go
It could be that you have requirements linked to the ability which would cause it to be locked. Also if you placed multiple abilities in the same spot, it will take the first unlocked one to show. You could have also forgotten to put values in all 3 of the drop down menus for each ability, which would cause the ability to not show up.
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If you are using the campaign mods then you must not use the "multi" mods. Equally well you might have issues if you use the "Left2Die" mod as that is not too compatibly with LotV campaign.
Run through all the XML and manually determine what the command card should be. You may find that the editor is generating stupid XML with regard to what already exists for the entry.
For nested command cards to work you need to use the appropriate naming convention as used by the editor when naming the command card pages. Using any other naming convention for the pages can cause it to bug to some extent so the buttons do not work correctly or do not show in the editor.
i only used the campaign mods :/
anyways in the meantime i solved it by turning the murloc marine into my new ghost. took a fraction of the time i already spent in uselessly trying 30 ways to fix the command cards
dude. seriously. dude. even tho i was almost sure someone would post something like this i cant help but get a little bit angry.
Hey. I know your pain :)
Short answer: There is no easy way to fix units because different mods (=dependencies) have different values.
Longer answer: I have found it easiest solution to remove or add abilities, then fix buttons manually. I know what I am talking about. I remember all the way back 2010 when I first time realized how hard it is to fix units. For example in my own mod I have modifed every unit slightly to get the result I want to. On the bright side I have learned to do customized units when editing "normal" units. Unfortunately it is long learning process and SC2 editor is harder to to use than WC3 for example.
We can help you best way when you ask very detailed question like:
"I am using Legacy of the Void (Campaign) dependency" and Ghost's "Launch missile" button is missing. What is best way to fix this?"
well yesterday i just said screw it and turned the murloc marine into the new ghost
copied all the sound and art data over, all in all it took me like 20 minutes maybe until the new ghost was perfect. and that was after spending at least 5 hours trying to fix the old ghosts command card
im still confused about inheritance of values tho, since duplicating the old ghost just resulted in the same problem
anyways, i still have 2 open problems with command card, and those i can ask in detail:
my dependencies are: wol campaign, hots campaign, lotv campaign
- when i add parasitic bomb to the viper, it always gets displayed in row 2 column 3 (bottom row, second to last button) as well as in the place where i added it
- i cannot delete the "flying locust" button from the swarm host
if anyone could help with these two specifically, id be grateful, i dont want to create units from scratch again just because of two stupid buttons :((
so some new blizzard patch broke the buttons in my mod again
after spending more than 2 hours just to try to get the hydralisk den buttons to work, i think i ve come up with the best possible solution to all button problems:
1) highlight the command card field in data
2) switch to xml view of your unit (ctrl - 3)
3) delete everything under <CardLayouts>
4) start by force-deleting any pre-existing buttons from dependencies via "<CardLayouts index="0" removed="1"/>"
5) manually code all your buttons in xml, index them starting with a high number, like 10, switch to a base mod like "Liberty.SC2Mod" in the tabs at the top to copy/paste basic buttons like the cancel buttons from there
6) your code should look like this now:
<CardLayouts index="0" removed="1"/>
<CardLayouts index="0">
<LayoutButtons index="10" Face="Cancel" Type="AbilCmd" AbilCmd="que5,CancelLast" Row="2" Column="4"/>
<LayoutButtons index="11" Face="CancelBuilding" Type="AbilCmd" AbilCmd="BuildInProgress,Cancel" Row="2" Column="4"/>
....
....
....
</CardLayouts>
7) commit your changes via ctrl-shift-x and never open the command card directly in the data editor again
good luck fellow modders :)