So I am looking at making a custom co-op map, and I notice there's a template in the co-op triggers. Following the sequences of function calls it looks like the co-op trigger libraries are set up to automatically handle a lot of cool stuff (like tech trees, upgrades, hero call-outs of incoming attack waves or objectives, etc). Obviously all this could be manually recreated, but I was really hoping there would be a way to take advantage of what is already there.
It looks like it should work, too, except that I can't see any way to set which commander each player is using. In an official map this would be picked from the co-op screen and the map then gets that data somehow from the BNet choice. I don't see a way to emulate that in a custom map. A function called Set Commander exists but cannot be called in non-official maps. I am not sure if there is another way around this (short of something drastic like creating local duplicates of all the campaign triggers and using those instead, which seems like it could go badly wrong).
Anyone know of a way to make this work? If not, I guess I am stuck doing it all maually or just not having that stuff in my custom map. Which is okay, but I figured I would see about this first before giving up.
(short of something drastic like creating local duplicates of all the campaign triggers and using those instead, which seems like it could go badly wrong).
Depending on how often the get/set commander functions are used, you would be better of doing this. This is what has been done usually for Hero Bars triggers too
Depending on how often the get/set commander functions are used, you would be better of doing this. This is what has been done usually for Hero Bars triggers too
Just wanted to follow up and say this is what I ended up doing. It wasn't so bad. A few things definitely had to be tweaked and some stuff had to be turned off because they involved protected functions, but I got it working. The main cool thing is that you can make it run in debug mode which gives you the ability to not only select your commander but also set their level and mastery. After that pretty much everything just works (except for the tooltips for the special protoss hero abilities on the upper bar which for some reason are protected), and the few bugs that crop up in the script error window while testing the map are fairly easy to deal with.
So I am looking at making a custom co-op map, and I notice there's a template in the co-op triggers. Following the sequences of function calls it looks like the co-op trigger libraries are set up to automatically handle a lot of cool stuff (like tech trees, upgrades, hero call-outs of incoming attack waves or objectives, etc). Obviously all this could be manually recreated, but I was really hoping there would be a way to take advantage of what is already there.
It looks like it should work, too, except that I can't see any way to set which commander each player is using. In an official map this would be picked from the co-op screen and the map then gets that data somehow from the BNet choice. I don't see a way to emulate that in a custom map. A function called Set Commander exists but cannot be called in non-official maps. I am not sure if there is another way around this (short of something drastic like creating local duplicates of all the campaign triggers and using those instead, which seems like it could go badly wrong).
Anyone know of a way to make this work? If not, I guess I am stuck doing it all maually or just not having that stuff in my custom map. Which is okay, but I figured I would see about this first before giving up.
Depending on how often the get/set commander functions are used, you would be better of doing this. This is what has been done usually for Hero Bars triggers too
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Just wanted to follow up and say this is what I ended up doing. It wasn't so bad. A few things definitely had to be tweaked and some stuff had to be turned off because they involved protected functions, but I got it working. The main cool thing is that you can make it run in debug mode which gives you the ability to not only select your commander but also set their level and mastery. After that pretty much everything just works (except for the tooltips for the special protoss hero abilities on the upper bar which for some reason are protected), and the few bugs that crop up in the script error window while testing the map are fairly easy to deal with.