You can use campaign units such as Firebats and Medics by using campaign dependencies.
Click File - Dependencies... Click Add Standard... Check Liberty (Campaign) OK. OK.
Raise Liberty (Campaign) on top of list by "Move up" button. Order of these dependencies affects on some things. I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.
If your campaign units disappear on editor view don't worry because they actually are in your map. Test document. Usually closing your map and reopening it helps. Change order of dependencies if editor still doesn't show campaign units. Sometimes closing whole editor helps.
You can find campaign units such as Medic from Units tab "Campaign" category. Notice that you have to use "Melee" category if you want basic unit such as Marine.
When you use these dependencies you will face some problems with command cards. Look at picture "Storymode upgrades" to see example how to add campaign abilities. You propably have to do some work in data editor too to fix command cards.
Liberty Story (Campaign) adds several additional libraries. Transmission (campaign) is one of functions added by this; among others that I cannot remember off the top of my head. There may also be additional units added by Liberty Story (Campaign) as well, but I am unsure of that.
as said above, the two you said arnt necessary are indeed very necessary depending on what the author wishes to do, some functions require the said library. If you are not sure which each one holds, I would recommend adding all four.
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Add the units to the Train ability associated with your barracks. The buttons for them will already be in the data along with default values such as build time and cost.
I found that Barrack Train ability but I tried to disable/enable some things but it didn't changed command card. I propably just did something wrong. As I writed on original post: (sorry for edits...)
""I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.""
So I can build those units without modifying command card but Stimpack ability is missing from Marines and Marauders command card.
If you can help me about how to disable some unit from command card that would help me with my other problem on same map. (I want to restrict production of some units such as Battlecruisers)
I'm not sure I understand what you are asking. If you want to deny building battle cruisers just remove the button for them from the Command Card. If you are missing Stim Packs from your units, make sure you have the ability associated with them.
Yes, I want completly remove "Train Battlecruiser" button. How I can disable it? Do I need to uncheck something? Disable something? How to remove that button? :)
I'm already wondering does computer use those buttons. So if I disable "Train Battlecruiser" button can computer player train Battlecruisers?
If you want to make sure it's 100% gone, you can remove the button from the command card and the Unit under the Ability Train associated with the structure.
Sorry for posting same text twice. I think this is more useful information on this thread.
I already found answer to that unit production restriction by removing that button from Starport's command card. This way is ok if I want to make it so that neither me or computer player can't build Battlecruisers. That way doesn't work if I want so that I can't buid Battlecruisers but computer can. So technically computer uses "Build Battlecruiser" button like human player. I would like to know how to make it so that player can't build Battlecruisers and computer can build Battlecruisers. In my map I want that player has lower technology than opponent. So this problem is partly solved.
I have done lot of testing and I'm sure that Marine's Stimpack disappear when I use Liberty Story (Campaign) from Depencies menu. In data editor I can see Combat shield (+10 hp) and Stimpack on Marine's command card. But those are missing in game. If I remove Liberty Story (Campaign) from dependencies Marines have Stimpack on command card in game but I can't build Firebats and Medics from Barracks. (+all other campaign units)
I'm going to to do some learning how to add new button for units and try can I fix Stimpack problem that way.
Please make a test map with marine and barracks. Try with different dependecies how it affects to these units. Do you notice same problem?
I think reason to that Stimpack problem is that you have research Stimpack in campaign different way than in melee games.
Hello, guys. I'm continuing my work on my campaign, but having still some issues. I reviewed this thread, and I am having a similar issue concerning Battlecruiser Yamato Gun ability card. I have enabled and upgraded the ability from Story Mode (in the Triggers) but it's still greyed out. While in play, if the upgrade is purchased at a Fusion Core, it still does not enable the ablity. Any thoughts?
I'm not 100% sure whats difference between these two triggers. Marine Combat Shield is good example of upgrade which is upgraded different way with different dependencies.
If you want to watch how I have set up Story mode upgrades on my campaign look at my signature. I have done lot of work with story mode upgrades so it may save you lot of time =)
If you enable all dependencies, it adds different versions of units to your Data Editor. If you have Story Mode Tech - (Battlecruiser) Yamato Cannon upgrade for player 1, you need to use the unit that the Battlecruiser for Story Mode, for example. To keep them seperated while in the unit placement layer, select Melee/Liberty/Story Mode filter in one of the dropdown menus so it only shows those units. If the ability is greyed out, you got the unit from the wrong dependency. Different identical upgrades for different identical or almost identical units oringinating from different dependencies.
In the Data Editor also, you can see which Dependency an object originates from in the "Source" column for the list to the left. It can say Liberty.SC2Mod, [YourMap].SC2Mod, Liberty.SC2Campaign, etc.
I followed Terhonator's advice, and enabled both Weapon Refit and the Story Mode Yamato Gun. Still nothing. The Battlecruiser has the item card, but it remains greyed out. I checked it's dependancy, and the Battlecruiser is listed as LibertyStory.SC2Campaign in the Source colum. I dont think thats right, but Im not to sure what effect it has.
The Battlecruiser remains blue in the Data Module; I have a additional dependency, and the game will not allow me to remove it Liberty Multi(Mod). It says it links my triggers so I cant remove it.
One other quick question. It's probably impossible. But could a person load the StarCraft Brood Wars loading screens (like Braxis, the space fleet infront of a nebula, the original Korhal images) for our own use?
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You can use campaign units such as Firebats and Medics by using campaign dependencies.
Click File - Dependencies... Click Add Standard... Check Liberty (Campaign) OK. OK.
Raise Liberty (Campaign) on top of list by "Move up" button. Order of these dependencies affects on some things. I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.
If your campaign units disappear on editor view don't worry because they actually are in your map. Test document. Usually closing your map and reopening it helps. Change order of dependencies if editor still doesn't show campaign units. Sometimes closing whole editor helps.
You can find campaign units such as Medic from Units tab "Campaign" category. Notice that you have to use "Melee" category if you want basic unit such as Marine.
When you use these dependencies you will face some problems with command cards. Look at picture "Storymode upgrades" to see example how to add campaign abilities. You propably have to do some work in data editor too to fix command cards.
Liberty Story (Campaign) adds several additional libraries. Transmission (campaign) is one of functions added by this; among others that I cannot remember off the top of my head. There may also be additional units added by Liberty Story (Campaign) as well, but I am unsure of that.
as said above, the two you said arnt necessary are indeed very necessary depending on what the author wishes to do, some functions require the said library. If you are not sure which each one holds, I would recommend adding all four.
Thanks for these notes.
I still haven't solved how to make it so that Marines have Stimpack in command card and Barracks can produce campaign units.
Add the units to the Train ability associated with your barracks. The buttons for them will already be in the data along with default values such as build time and cost.
Thanks again Suterusu1337.
I found that Barrack Train ability but I tried to disable/enable some things but it didn't changed command card. I propably just did something wrong. As I writed on original post: (sorry for edits...)
""I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.""
So I can build those units without modifying command card but Stimpack ability is missing from Marines and Marauders command card.
If you can help me about how to disable some unit from command card that would help me with my other problem on same map. (I want to restrict production of some units such as Battlecruisers)
@Terhonator: Go
I'm not sure I understand what you are asking. If you want to deny building battle cruisers just remove the button for them from the Command Card. If you are missing Stim Packs from your units, make sure you have the ability associated with them.
Yes, I want completly remove "Train Battlecruiser" button. How I can disable it? Do I need to uncheck something? Disable something? How to remove that button? :)
I'm already wondering does computer use those buttons. So if I disable "Train Battlecruiser" button can computer player train Battlecruisers?
@Terhonator: Go
If you want to make sure it's 100% gone, you can remove the button from the command card and the Unit under the Ability Train associated with the structure.
I'm was trying that button removing wrong way. I tried to remove it by "Abilities" category and modify Stargate's "Build Battlecruiser" button :)
So right way is to go "Units" category and there you can easily add and remove buttons from command card.
Sorry for posting same text twice. I think this is more useful information on this thread.
I already found answer to that unit production restriction by removing that button from Starport's command card. This way is ok if I want to make it so that neither me or computer player can't build Battlecruisers. That way doesn't work if I want so that I can't buid Battlecruisers but computer can. So technically computer uses "Build Battlecruiser" button like human player. I would like to know how to make it so that player can't build Battlecruisers and computer can build Battlecruisers. In my map I want that player has lower technology than opponent. So this problem is partly solved.
I have done lot of testing and I'm sure that Marine's Stimpack disappear when I use Liberty Story (Campaign) from Depencies menu. In data editor I can see Combat shield (+10 hp) and Stimpack on Marine's command card. But those are missing in game. If I remove Liberty Story (Campaign) from dependencies Marines have Stimpack on command card in game but I can't build Firebats and Medics from Barracks. (+all other campaign units)
I'm going to to do some learning how to add new button for units and try can I fix Stimpack problem that way.
Please make a test map with marine and barracks. Try with different dependecies how it affects to these units. Do you notice same problem?
I think reason to that Stimpack problem is that you have research Stimpack in campaign different way than in melee games.
Hello, guys. I'm continuing my work on my campaign, but having still some issues. I reviewed this thread, and I am having a similar issue concerning Battlecruiser Yamato Gun ability card. I have enabled and upgraded the ability from Story Mode (in the Triggers) but it's still greyed out. While in play, if the upgrade is purchased at a Fusion Core, it still does not enable the ablity. Any thoughts?
Hello. For Battlecruiser there is 2 triggers for same thing:
I'm not 100% sure whats difference between these two triggers. Marine Combat Shield is good example of upgrade which is upgraded different way with different dependencies.
If you want to watch how I have set up Story mode upgrades on my campaign look at my signature. I have done lot of work with story mode upgrades so it may save you lot of time =)
@PhoenixKNight
If you enable all dependencies, it adds different versions of units to your Data Editor. If you have Story Mode Tech - (Battlecruiser) Yamato Cannon upgrade for player 1, you need to use the unit that the Battlecruiser for Story Mode, for example. To keep them seperated while in the unit placement layer, select Melee/Liberty/Story Mode filter in one of the dropdown menus so it only shows those units. If the ability is greyed out, you got the unit from the wrong dependency. Different identical upgrades for different identical or almost identical units oringinating from different dependencies.
In the Data Editor also, you can see which Dependency an object originates from in the "Source" column for the list to the left. It can say Liberty.SC2Mod, [YourMap].SC2Mod, Liberty.SC2Campaign, etc.
I followed Terhonator's advice, and enabled both Weapon Refit and the Story Mode Yamato Gun. Still nothing. The Battlecruiser has the item card, but it remains greyed out. I checked it's dependancy, and the Battlecruiser is listed as LibertyStory.SC2Campaign in the Source colum. I dont think thats right, but Im not to sure what effect it has.
In my campaign missions I have absolutely non-modified battlecruiser (=blue in data editor)
I have added these triggers:
Here is picture of dependencies I am using at the moment:
Do you want that Yamato Cannon to be already researched or do you want so that player have to research it in Fusion Core?
The Battlecruiser remains blue in the Data Module; I have a additional dependency, and the game will not allow me to remove it Liberty Multi(Mod). It says it links my triggers so I cant remove it.
One other quick question. It's probably impossible. But could a person load the StarCraft Brood Wars loading screens (like Braxis, the space fleet infront of a nebula, the original Korhal images) for our own use?