It seems as though certain units, namely Quillgor, Quillgor Alpha, and Mitoscarab, cannot enter transports, but I cannot for the life of me figure out why. They don't seem to be excluded by any validators and I can't find any flags that would limit it.
I've been modifying a new tech tree based on a combination of Infested Terrans and Zerg. I'm using a base of the Infested SCV, and have added some buildings like Spawning Pool and Roach Warren. I've included the Drone's morph ability, and modified the command card to use the correct ability/ability command, yet the requirements of many building have become " - FIXME:" when I test the map, including the Infested Engineering Bay, which I changed to "Have Spawning Pool" for it's requirement.
Does anyone have any idea what would cause this?
[Edit]: Looks like it's only the Spawning Pool requirement. Everything else works fine.
[Edit 2]: It looks like I've fixed this by changing the "Alias" to Spawning Pool from some kind of announcer. I'm not sure why that was the default instead of the actual Spawning Pool. It might have to do with something in co-op, since i'm using that mod for it's units.
I'm thinking the path of least resistance might be to make an ability (a copy of Morph Unit) for each unit for each slot, then in my triggers Allow/Disallow the appropriate abilities. The maximum number of button locations should be 7, so that means 7 abilities per unit, but they can share buttons, and I wouldn't need to create any buffs or requirements.
Would I need a different buff for each unit for each slot? Like "Zergling in slot 1"? Otherwise it seems like it'd be the same issue with showing a higher priority button would overwrite every button.
Is it possible to have a requirement linked to whether or not you have a tech tree element allowed, rather than completed, in progress, etc.?
Redundancy-wise, if I include say, every unit in each button, will it ignore duplicates, or will I end up with a bunch of buttons that all have the same single unit?
I've included alliedcommander.sc2mod as a dependency in my map, so that I have access to units like Stukov's infested, but when I run the map, I get an error I don't understand, even if I have no custom triggers running at all. It looks like it's some kind of error in the included UI code, but I can't edit or remove that code.
I'm building a "Unit Draft" custom game, wherein players will draft which units they'll have access to for the match. I'm planning to use Infested SCVs as the workers for every player, and hatcheries as the main structure. I've got most of the triggers down for allowing/disallowing the different unit productions based on draft picks, but I'm running into a few issues with the data editor and tech trees.
1) When I replace drones in the larva's morph list with infested SCVs, the option doesn't appear in game, and the larva's 1st slot is just empty. Is there some extra enabling I have to do add the unit in? Is it race-specific? I have yet to try with the remainder of the units, but I did make sure the button was there and part of the larva's command card.
2) [Edited] I have a whole bunch of units that I need to include in the larva's command card, but I can't know which combination of units they will be until the game has begun. Is there a way to dynamically allocate buttons on a scorecard, on a per-player basis? For instance, button #1 will be a worker, but then button #2 could perhaps be a Zergling or a Marine, but a player might also have both Zerglings AND Marines, requiring them to use both button #2 and #3.
3) Is there an elegant way to link upgrades to units, such that when that unit is allowed/disallowed, so are those upgrades? I could set up a very long if/than/else statement, but I feel like there should be a better way.
[Edit]: For #1, I found a weird random Requirement attached to the morph button for the SCV and removed it, and it's showing up now. Shouldn't unfilled requirements just gray out the option, not remove it entirely? Or is there an option I'm missing to set that behavior?
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Looks like that's it
Thanks!
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It seems as though certain units, namely Quillgor, Quillgor Alpha, and Mitoscarab, cannot enter transports, but I cannot for the life of me figure out why. They don't seem to be excluded by any validators and I can't find any flags that would limit it.
Anyone have any insight?
0
I've been modifying a new tech tree based on a combination of Infested Terrans and Zerg. I'm using a base of the Infested SCV, and have added some buildings like Spawning Pool and Roach Warren. I've included the Drone's morph ability, and modified the command card to use the correct ability/ability command, yet the requirements of many building have become " - FIXME:" when I test the map, including the Infested Engineering Bay, which I changed to "Have Spawning Pool" for it's requirement.
Does anyone have any idea what would cause this?
[Edit]: Looks like it's only the Spawning Pool requirement. Everything else works fine.
[Edit 2]: It looks like I've fixed this by changing the "Alias" to Spawning Pool from some kind of announcer. I'm not sure why that was the default instead of the actual Spawning Pool. It might have to do with something in co-op, since i'm using that mod for it's units.
0
I'm thinking the path of least resistance might be to make an ability (a copy of Morph Unit) for each unit for each slot, then in my triggers Allow/Disallow the appropriate abilities. The maximum number of button locations should be 7, so that means 7 abilities per unit, but they can share buttons, and I wouldn't need to create any buffs or requirements.
0
Would I need a different buff for each unit for each slot? Like "Zergling in slot 1"? Otherwise it seems like it'd be the same issue with showing a higher priority button would overwrite every button.
0
Is it possible to have a requirement linked to whether or not you have a tech tree element allowed, rather than completed, in progress, etc.?
Redundancy-wise, if I include say, every unit in each button, will it ignore duplicates, or will I end up with a bunch of buttons that all have the same single unit?
0
I've included alliedcommander.sc2mod as a dependency in my map, so that I have access to units like Stukov's infested, but when I run the map, I get an error I don't understand, even if I have no custom triggers running at all. It looks like it's some kind of error in the included UI code, but I can't edit or remove that code.
The error looks like this:
https://drive.google.com/file/d/0Bwir5V4Ifx5dUUVrLXRZRUN5anc/view?usp=sharinghttps://drive.google.com/file/d/0Bwir5V4Ifx5dUUVrLXRZRUN5anc/view?usp=sharing
Anyone have any idea what could be causing this or how to fix it?
0
I'm building a "Unit Draft" custom game, wherein players will draft which units they'll have access to for the match. I'm planning to use Infested SCVs as the workers for every player, and hatcheries as the main structure. I've got most of the triggers down for allowing/disallowing the different unit productions based on draft picks, but I'm running into a few issues with the data editor and tech trees.
1) When I replace drones in the larva's morph list with infested SCVs, the option doesn't appear in game, and the larva's 1st slot is just empty. Is there some extra enabling I have to do add the unit in? Is it race-specific? I have yet to try with the remainder of the units, but I did make sure the button was there and part of the larva's command card.
2) [Edited] I have a whole bunch of units that I need to include in the larva's command card, but I can't know which combination of units they will be until the game has begun. Is there a way to dynamically allocate buttons on a scorecard, on a per-player basis? For instance, button #1 will be a worker, but then button #2 could perhaps be a Zergling or a Marine, but a player might also have both Zerglings AND Marines, requiring them to use both button #2 and #3.
3) Is there an elegant way to link upgrades to units, such that when that unit is allowed/disallowed, so are those upgrades? I could set up a very long if/than/else statement, but I feel like there should be a better way.
[Edit]: For #1, I found a weird random Requirement attached to the morph button for the SCV and removed it, and it's showing up now. Shouldn't unfilled requirements just gray out the option, not remove it entirely? Or is there an option I'm missing to set that behavior?