When I create a map with your mod and place a Stargate (with or without Pylon) the buttons never vanish, without me changing anything. When I select units they show the "right-click to move" and "T+left-click to a-move" tooltips so the SCC is working in principle.
Either one of us has a bugged SCC script or you've messed up something since posting the mod above. You did test it with a newly created map right?
I disable the button box for UI: Hides For Simple Text for the Corsair. I add a Stargate to different maps, both old and new. Still the command cards are weird. The ones I added in the editor does not correspond with those ingame.
I can´t get what I am doing wrong, since you say it works for you : /
I guess the dependencies you use are conflicting somehow. I don't know how the game handles differences between array fields from different dependencies, in your case they seem to have been mixed together. What surprises me is that the Scout icon is still visible as it should be conflicting with the Voidray or Oracle. The top-left slot contains the Phoenix and the Corsair, the one below it contains the Scout in the campaign dependency and the Tempest in your mod. Check those unit pairs specifically and note any differences.
Is your map using any direct dependency besides your mod? Anything already used by said mod shouldn't be added again, and may overwrite changes you made if it's in the wrong order.
I create a new melee map, remove the existing dependencie and ONLY add my file as a dependencie. That is all I use.
The thing is that I did in the same way in WoL, where I had a MOD-file added as a dependencie to melee maps. It was never any problem at all with the command cards.
Okay, at least I've managed to replicate your problem now. In the first window of the "create map" dialogue classify it as an Arcade map and this problem won't occur.
I assume the Melee map type is hardcoded to apply the Multiplayer dependency after all others, or otherwise discards certain data modifications. Is there a particular reason why you use this map type for a custom game mod?
You are absolutely right, it seems to work just fine on arcade maps! I used new melee maps for testing because of habits. I will double check so everything truly works now! (So I don¨t have to bump this thread again )
Thanks a lot for your patience and kindness!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
When I create a map with your mod and place a Stargate (with or without Pylon) the buttons never vanish, without me changing anything. When I select units they show the "right-click to move" and "T+left-click to a-move" tooltips so the SCC is working in principle.
Either one of us has a bugged SCC script or you've messed up something since posting the mod above. You did test it with a newly created map right?
I disable the button box for UI: Hides For Simple Text for the Corsair. I add a Stargate to different maps, both old and new. Still the command cards are weird. The ones I added in the editor does not correspond with those ingame.
I can´t get what I am doing wrong, since you say it works for you : /
I guess the dependencies you use are conflicting somehow. I don't know how the game handles differences between array fields from different dependencies, in your case they seem to have been mixed together. What surprises me is that the Scout icon is still visible as it should be conflicting with the Voidray or Oracle. The top-left slot contains the Phoenix and the Corsair, the one below it contains the Scout in the campaign dependency and the Tempest in your mod. Check those unit pairs specifically and note any differences.
Is your map using any direct dependency besides your mod? Anything already used by said mod shouldn't be added again, and may overwrite changes you made if it's in the wrong order.
I create a new melee map, remove the existing dependencie and ONLY add my file as a dependencie. That is all I use.
The thing is that I did in the same way in WoL, where I had a MOD-file added as a dependencie to melee maps. It was never any problem at all with the command cards.
Okay, at least I've managed to replicate your problem now. In the first window of the "create map" dialogue classify it as an Arcade map and this problem won't occur.
I assume the Melee map type is hardcoded to apply the Multiplayer dependency after all others, or otherwise discards certain data modifications. Is there a particular reason why you use this map type for a custom game mod?
Haha what an incredible blunder by me!
You are absolutely right, it seems to work just fine on arcade maps! I used new melee maps for testing because of habits. I will double check so everything truly works now! (So I don¨t have to bump this thread again )
Thanks a lot for your patience and kindness!