Hey guys, I am having a problem with a extension mod I want to publish to Battle.net. In order for my mod to work, it needs a melee initialization trigger, but when the mod is used on a melee map, it creates two main structures and and 24 workers. Is there a way to somehow make the extension mod override the maps triggers and only use it's own?
If the problem is that it creates the starting units twice (once in the extension mod triggers and once in the maps triggers) then why can't you just remove the "create starting units" line from the extension mod? Then it is doing it only once.
The trouble is that I need custom map init triggers because I am making a custom race, and need a way create them at map initializion because you choose it in the lobby. I suppose if what you say is the case, I will need to just make make maps and publish them to B.net without the init triggers while having a mod that substitutes the map init triggers that includes the options for the custom race.
I would probably just remove whatever units are created. Have a condition that checks if the player chose the custom race. If they did, first creating their starting units (and have it ignore placement location so that the prexisting units don't mess it up). I say to create these first because if the player has no units they will lose the game. Then remove the units you don't want them to have (you could add them to a unit group prior to creating the new units to make it easier).
in your mods map initialization blank the players screens (enter cinematic mode?) so they don't see what is happening. put a "wait 3 seconds" line in and it will wait and load the maps init trigger. remove victory/defeat conditions. remove starting units. create whatever starting units you want the playerss to have. end cinematic mode so that the players screen is unblanked.
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Hey guys, I am having a problem with a extension mod I want to publish to Battle.net. In order for my mod to work, it needs a melee initialization trigger, but when the mod is used on a melee map, it creates two main structures and and 24 workers. Is there a way to somehow make the extension mod override the maps triggers and only use it's own?
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@Supernova134: Go
AFAIK you cannot overwrite the maps triggers.
If the problem is that it creates the starting units twice (once in the extension mod triggers and once in the maps triggers) then why can't you just remove the "create starting units" line from the extension mod? Then it is doing it only once.
@finiteturtles: Go
The trouble is that I need custom map init triggers because I am making a custom race, and need a way create them at map initializion because you choose it in the lobby. I suppose if what you say is the case, I will need to just make make maps and publish them to B.net without the init triggers while having a mod that substitutes the map init triggers that includes the options for the custom race.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I would probably just remove whatever units are created. Have a condition that checks if the player chose the custom race. If they did, first creating their starting units (and have it ignore placement location so that the prexisting units don't mess it up). I say to create these first because if the player has no units they will lose the game. Then remove the units you don't want them to have (you could add them to a unit group prior to creating the new units to make it easier).
@MaskedImposter: Go
Sounds like it could work, I will try and see what I can figure out.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
What Masked imposter says.
in your mods map initialization blank the players screens (enter cinematic mode?) so they don't see what is happening. put a "wait 3 seconds" line in and it will wait and load the maps init trigger. remove victory/defeat conditions. remove starting units. create whatever starting units you want the playerss to have. end cinematic mode so that the players screen is unblanked.