Hey, thats me again with another question from the bag full of questions:
While having loaded dependencies from campaign to have the campaign units available in my custom game, i have found that some abilities are missing. Abilties i have found missing so far:
no icon (even no greyed out icon) whatsoever:
1. stimpacks
2. marauders' concussive shell
things that are not being enabled while research complete:
1. yamato cannon
things that are enabled instantly even tho research have not been made yet:
the fact is random things are missing...thats not normal in any way.
DO this, File>dependencies, and move both campaign ones to the top with the little up arrow, save, then check.
Rollback Post to RevisionRollBack
Random Information
Tutorials - Map Development - Galaxy wiki
|Issues? PM me|
But i think i have found a way to fix the missing abilities, so maybe there will be fix for the othe rproblems aswell in here.
Data -> marine unit -> stimpack ability -> and then at right pane click tab "ability" and then at label "command" with "execute" position i have changed requirements to "use stimpack" instead of "use stimpack story mode (or however it was called)".
sadly it turned to be a big mess :S This way i have managed only to make stimpacks available for marines... i have also managed to make concussive shells researchable, but after research the grey mask disapear form the icon, but there is no slow effect working :/
I have managed to "fix" concussive shells aswell now. With trigger:
Tech Tree - Add 1 to Story Mode Tech - (Marauder) Concussive Grenade upgrade for player 1
But i wonder... If i choose to make a map with dependencies from campaign am i doomed to get stuck with all the campaign story mode units? Is there an option to have normall dependencies form melee but add only several units form campaign, like hercules or medic, without doing mess with abilities like sitmpacks, concussive shells and other i have problem with?
Give this a try: go into the dependencies for your map and make sure that all four of the standard ones are there, in this order:
Liberty Story (Campaign)
Liberty (Campaign)
Liberty (Mod)
Liberty Multi (Mod)
You can use the up and down arrow buttons to the left of the "Clear battle.net" button to change the order.
I believe the way it works is that dependencies that are lower on the list supersede ones that are higher. This seems to have the desired effect of having all the campaign data available to you but still use the upgrades and everything from melee. You will still have to use some triggers or requirements or whatever method you like to get rid of the campaign units you don't want to use, and there might be some other flakiness that has to be taken care of, but this should put you in a good starting position.
Edit: I see now that Molsterr basically made the same suggestion earlier and it sounds like it didn't work. If you already have them in that order and you're still seeing weirdness, I'm not sure what might be going on there. Might want to just try making a new map with them in that order to start with and see if everything is the way you expect it to be, then go from there.
If you're looking at how to put the greyed icon as before, you can indeed manually modify Requirements.
To do soyoull' have to remove everything and set all requirements to the following :
Ex for stimpack :
"USE STIMPACK"
Requirements -
Show -
Use - "Research Stimpack" completed
"LEARN STIMPACK"
Requirements -
Show - Not - Research Stimpack queued or better
Use -
For Upgrades, you only have to do the "LEARN X" part.
So do I need to modify abilility, unit, upgrade, unit's command card or something different? Few pictures would be awesome.
My final goal is that I can research all campaign upgrades from buildings and so that those icons on units are grey while not researched and green when researced. (=normal way)
Also.. If I find a way to make that work on one map can I copy it to my other maps easily?
What I said. You have to do it in Requirements Tab.
Then you have to put the "Learn X" requirements in every researchable upgrades in the research ability as a requirement.
You'll want to check a basic melee map if you don't get it right.
I'm getting really tired to this problem, sorry for it :) I'm sure someone has fixed that problem earlier. Because that shows up immediately if you use Liberty Story (Campaign) dependency. I post few pictures to make sure that I made clear whats the actual problem is.
I'm asking step by step help to fix stimpack. After it works I can propably fix rest of missing things too.
i had this problem when i was setting units up in my map.. it was fine during beta, but when release came i had to add dependancies to the map if i wanted to use the campaign models etc. then i noticed campaign dependancy sorta takes priority over other dependances..
anyway i noticed that the marines had stim pack, but the marauders didnt , in the solo campaign marauders dont have stimpack so that is why.
So too fix this, is to remove everything the marader has from its behaviours and abilties. Then find the old marauder stimpack ability , manually add it to the unit, then make a requirement for that ability . if you not sure how to make a requirement, there are a few templates there to watch . ( for instance have a look at the Zerg burrow underground requirement)
EDIT: Looks like there are many ways to modify same thing: from command card on Units category, requirements category. Don't really know yet whats best way.
Hey, thats me again with another question from the bag full of questions:
While having loaded dependencies from campaign to have the campaign units available in my custom game, i have found that some abilities are missing. Abilties i have found missing so far:
no icon (even no greyed out icon) whatsoever: 1. stimpacks 2. marauders' concussive shell
things that are not being enabled while research complete:
1. yamato cannon
things that are enabled instantly even tho research have not been made yet:
1. raven's seeker missile
Whats the best way to fix that now?
the fact is random things are missing...thats not normal in any way.
DO this, File>dependencies, and move both campaign ones to the top with the little up arrow, save, then check.
@Molsterr: Go
they are top already. :(
But i think i have found a way to fix the missing abilities, so maybe there will be fix for the othe rproblems aswell in here.
Data -> marine unit -> stimpack ability -> and then at right pane click tab "ability" and then at label "command" with "execute" position i have changed requirements to "use stimpack" instead of "use stimpack story mode (or however it was called)".
@Azzaaer: Go
sadly it turned to be a big mess :S This way i have managed only to make stimpacks available for marines... i have also managed to make concussive shells researchable, but after research the grey mask disapear form the icon, but there is no slow effect working :/
@Azzaaer: Go
I have managed to "fix" concussive shells aswell now. With trigger:
Tech Tree - Add 1 to Story Mode Tech - (Marauder) Concussive Grenade upgrade for player 1
But i wonder... If i choose to make a map with dependencies from campaign am i doomed to get stuck with all the campaign story mode units? Is there an option to have normall dependencies form melee but add only several units form campaign, like hercules or medic, without doing mess with abilities like sitmpacks, concussive shells and other i have problem with?
your ideas helped me alot where to look for the problem. thanks a lot!
@Azzaaer: Go
Give this a try: go into the dependencies for your map and make sure that all four of the standard ones are there, in this order:
You can use the up and down arrow buttons to the left of the "Clear battle.net" button to change the order.
I believe the way it works is that dependencies that are lower on the list supersede ones that are higher. This seems to have the desired effect of having all the campaign data available to you but still use the upgrades and everything from melee. You will still have to use some triggers or requirements or whatever method you like to get rid of the campaign units you don't want to use, and there might be some other flakiness that has to be taken care of, but this should put you in a good starting position.
Edit: I see now that Molsterr basically made the same suggestion earlier and it sounds like it didn't work. If you already have them in that order and you're still seeing weirdness, I'm not sure what might be going on there. Might want to just try making a new map with them in that order to start with and see if everything is the way you expect it to be, then go from there.
Finally more people who have exactly same problem as me :) I'm working on that thing and post immediately when I find answer.
So do I need to modify abilility, unit, upgrade, unit's command card or something different? Few pictures would be awesome.
My final goal is that I can research all campaign upgrades from buildings and so that those icons on units are grey while not researched and green when researced. (=normal way)
Also.. If I find a way to make that work on one map can I copy it to my other maps easily?
Thanks for trying to help. Unfortunately I still can't find these fields:
Requirements - Show - Use - "Research Stimpack" completed
Am I editing data at right tab? Picture below.
I'm getting really tired to this problem, sorry for it :) I'm sure someone has fixed that problem earlier. Because that shows up immediately if you use Liberty Story (Campaign) dependency. I post few pictures to make sure that I made clear whats the actual problem is.
I'm asking step by step help to fix stimpack. After it works I can propably fix rest of missing things too.
i had this problem when i was setting units up in my map.. it was fine during beta, but when release came i had to add dependancies to the map if i wanted to use the campaign models etc. then i noticed campaign dependancy sorta takes priority over other dependances..
anyway i noticed that the marines had stim pack, but the marauders didnt , in the solo campaign marauders dont have stimpack so that is why.
So too fix this, is to remove everything the marader has from its behaviours and abilties. Then find the old marauder stimpack ability , manually add it to the unit, then make a requirement for that ability . if you not sure how to make a requirement, there are a few templates there to watch . ( for instance have a look at the Zerg burrow underground requirement)
EDIT: Looks like there are many ways to modify same thing: from command card on Units category, requirements category. Don't really know yet whats best way.
Hi. I did lot of testing and as a result I made a tutorial about Stimpack fixing. I hope this helps!
http://forums.sc2mapster.com/resources/tutorials/9473-how-to-fix-stimpack-campaign-dependencies/