I have created a MOD-file with only the Swarm campaign dependencie in it. I change the command cards for units produced by some buildings.
I then load a melee map and add my custom MOD-file as a dependencie to it. There are no other dependencies in the map!
When I play on the map SOME buildings still have the command cards as they have in the campaign, no matter how much I change!
Any idea what the problem might be?
Simple Command Card I assume. Note that the default setting is for a button to disappear when the option is enabled, and the SCC is on by default.
EDIT: This does not work! It only affects buttons created after the edit. The easiest fix is to change the setting on the default parent (CButton or whatever it's called), this will affect all custom objects based on said parent.
Otherwise check the Requirements on the abilities, make sure you don't have a crapton of buttons between morphable units (they share the same limit of 64 or so), and make sure there are no "ghost buttons" obstructing the command card, though I haven't seen that bug in a while.
Turn off SCC: In the ingame options menu. Since normally each player can choose for themselves this is mainly for testing purposes, but if need be you can use triggers to force the option OFF for all players.
The default parent is a data object like any other. You can learn its name by modifying a custom button (double-click or Ctrl+M), it's the name in the Parent: field. Then just type that name in the search to find the parent object, in this case it's CButton and the field you need to change is UI: Hides For Simple Text.
Slightly off-topic: I HATE SCC! Kill it with fire!
Thank you for your good replies. Unfortunatly it does not work. : /
I can not describe my problem so well, so I attach my MOD-file here. If you have time and feel like it, create a new map, add my mod as a dependencie, place a stargate on the map. The command cards on the Stargate is NOT as they are in my mod-dependencie. It is the same thing with the Spire. In-game it has a command card that refuses to be removed!
This was never any issue in WoL when I made a MOD-file there. All changes I made to the command cards worked!
It works fine for me. The Stargate has buttons for the Corsair, Scout, Tempest and Arbiter just as in the editor. (SCC option off)
Your mod doesn't contain any custom data for the Zerg Spire, so naturally that wouldn't change at all.
Apparently changing the parent doesn't work properly (at least not retroactively), so you'll have to manually go through all custom buttons and change the field on each one. You can still edit the parent so you won't have to do this for each new button you add. Enjoy.
You just edit the field on each custom button object itself individually, and also edit the common parent for future use.
For triggers I haven't tested it, but just running the Override Player Option action for all players with Option: Enable Simple Command Card and Value: Disabled should do it.
"Thankfully" I had "only" a sandbox map with a semi-complete custom race and random experiments, not a published map anyone cares about. Did I mention is hate the SCC?
I hate it too. Not sure who thought it was a good idea.
This may sound silly but how do I know if the trigger works? For some reason when I tried to do Override Player Options in the trigger editor, there is no Disabled in the Value. area. Just Enabled that needs to be checked.
If you click the box the mark disappears and the trigger registers it as Disabled. Most on/off options in the editor work that way, except for a few which only have one meaningful setting (mostly observed with the Modification+ field on buffs, you can't Disable "Ignore Collision", as that would require a fixed priority list when using multiple buffs with conflicting values)
If you click the box the mark disappears and the trigger registers it as Disabled. Most on/off options in the editor work that way, except for a few which only have one meaningful setting (mostly observed with the Modification+ field on buffs, you can't Disable "Ignore Collision", as that would require a fixed priority list when using multiple buffs with conflicting values)
Sorry to bump this old thread. I just can't get the command cards to work when I edit the parent, as described in this thread. When I add my MOD-file as a dependencie to a map, the command cards on many buildings are still messed up, despite how I have changed them in the MOD-file. I have probably missunderstood something. (Despite the clear instructions T_T)
Can someone clearify exactly what I need to do with a command card?
I upload my file here in case someone would like to just change one command card with the correct settings, save it, and reupload it. In that way I can see exactly how it shall be done so I can change the remaining buttons myself. (The Stargate can be a good example to use) Note: In this file all command cards settings are standard.
Changing the parent doesn't work retroactively. I don't remember if it used to, but when I made the above comment I probably just got confused (I had already changed a lot of buttons manually, and most likely forgot when I checked if changing the parent works)
What you have to do is go to each button individually and set UI: Hides For Simple Text to Disabled (click the box). You can change the parent to save yourself the trouble of doing this for all future buttons though. If you have any practical experience with voodoo curses or the like I also suggest you find out who designed the SCC.
Off-topic: I got this error from loading your mod: "Unable to load image from 'Assets\Textures\btn-upgrade-protoss-researchgravitysling-dark.dds' (Core: a required object could not be found)"; You probably named the file incorrectly or messed up the import.
"What you have to do is go to each button individually and set UI: Hides For Simple Text to Disabled (click the box). You can change the parent to save yourself the trouble of doing this for all future buttons though. If you have any practical experience with voodoo curses or the like I also suggest you find out who designed the SCC."
I do this in the MOD-file, add it to a map as a dependencie, but still it refuses to work on the Stargate.
For some reason I am currently unable to activate the SCC option (not that I miss it ;) ), so I can't test anything.
I could've sworn you already had the exact same problem with the Stargate a while ago, and it worked just fine. Does it affect all 4 buttons or only the custom ones (Corsair, Arbiter)? What does the bugged card look like? Are you sure you're not overwriting your fix with another dependency?
Edit: Apparently SCC only hides buttons if they're in the way of the "simple display text", which should never happen for your Stargate. The buttons work just fine with the mod version you posted. This time I checked SCC worked by actually placing some units :)
I have created a MOD-file with only the Swarm campaign dependencie in it. I change the command cards for units produced by some buildings.
I then load a melee map and add my custom MOD-file as a dependencie to it. There are no other dependencies in the map!
When I play on the map SOME buildings still have the command cards as they have in the campaign, no matter how much I change! Any idea what the problem might be?
Simple Command Card I assume. Note that the default setting is for a button to disappear when the option is enabled, and the SCC is on by default.
EDIT: This does not work! It only affects buttons created after the edit. The easiest fix is to change the setting on the default parent (CButton or whatever it's called), this will affect all custom objects based on said parent.
Otherwise check the Requirements on the abilities, make sure you don't have a crapton of buttons between morphable units (they share the same limit of 64 or so), and make sure there are no "ghost buttons" obstructing the command card, though I haven't seen that bug in a while.
Thank you for your quick reply.
How do I turn off SCC?
How do I change setting on the default parent?
Turn off SCC: In the ingame options menu. Since normally each player can choose for themselves this is mainly for testing purposes, but if need be you can use triggers to force the option OFF for all players.
The default parent is a data object like any other. You can learn its name by modifying a custom button (double-click or Ctrl+M), it's the name in the Parent: field. Then just type that name in the search to find the parent object, in this case it's CButton and the field you need to change is UI: Hides For Simple Text.
Slightly off-topic: I HATE SCC! Kill it with fire!
Thank you for your good replies. Unfortunatly it does not work. : /
I can not describe my problem so well, so I attach my MOD-file here. If you have time and feel like it, create a new map, add my mod as a dependencie, place a stargate on the map. The command cards on the Stargate is NOT as they are in my mod-dependencie. It is the same thing with the Spire. In-game it has a command card that refuses to be removed!
This was never any issue in WoL when I made a MOD-file there. All changes I made to the command cards worked!
It works fine for me. The Stargate has buttons for the Corsair, Scout, Tempest and Arbiter just as in the editor. (SCC option off)
Your mod doesn't contain any custom data for the Zerg Spire, so naturally that wouldn't change at all.
Apparently changing the parent doesn't work properly (at least not retroactively), so you'll have to manually go through all custom buttons and change the field on each one. You can still edit the parent so you won't have to do this for each new button you add. Enjoy.
What would be a way to trigger it to force the complicated command card for all players?
Thank you.
So the easiest solution is to add a trigger to each map that automaticaly turns off the SCC option for every player?
If I edit the parent to each button, do I need to set the parent to CButton and then disable "Hides For Simple Text" ?
Haha sorry for thousand questions. I am just so eager to get this to work properly : )
@Kabelkorven: Go
There is a trigger for it Override Player Options but I haven't tried it successfully.
@Kabelkorven: Go
You just edit the field on each custom button object itself individually, and also edit the common parent for future use.
For triggers I haven't tested it, but just running the Override Player Option action for all players with Option: Enable Simple Command Card and Value: Disabled should do it.
@Photoloss: Go
I have a lot of buttons (hero attack style map). I will giver the triggers a try. Thank you.
@Stormahawk: Go
"Thankfully" I had "only" a sandbox map with a semi-complete custom race and random experiments, not a published map anyone cares about. Did I mention is hate the SCC?
@Photoloss: Go
I hate it too. Not sure who thought it was a good idea.
This may sound silly but how do I know if the trigger works? For some reason when I tried to do Override Player Options in the trigger editor, there is no Disabled in the Value. area. Just Enabled that needs to be checked.
If you click the box the mark disappears and the trigger registers it as Disabled. Most on/off options in the editor work that way, except for a few which only have one meaningful setting (mostly observed with the Modification+ field on buffs, you can't Disable "Ignore Collision", as that would require a fixed priority list when using multiple buffs with conflicting values)
It worked.
Sorry to bump this old thread. I just can't get the command cards to work when I edit the parent, as described in this thread. When I add my MOD-file as a dependencie to a map, the command cards on many buildings are still messed up, despite how I have changed them in the MOD-file. I have probably missunderstood something. (Despite the clear instructions T_T)
Can someone clearify exactly what I need to do with a command card?
I upload my file here in case someone would like to just change one command card with the correct settings, save it, and reupload it. In that way I can see exactly how it shall be done so I can change the remaining buttons myself. (The Stargate can be a good example to use) Note: In this file all command cards settings are standard.
@Kabelkorven: Go
Changing the parent doesn't work retroactively. I don't remember if it used to, but when I made the above comment I probably just got confused (I had already changed a lot of buttons manually, and most likely forgot when I checked if changing the parent works)
What you have to do is go to each button individually and set UI: Hides For Simple Text to Disabled (click the box). You can change the parent to save yourself the trouble of doing this for all future buttons though. If you have any practical experience with voodoo curses or the like I also suggest you find out who designed the SCC.
Off-topic: I got this error from loading your mod: "Unable to load image from 'Assets\Textures\btn-upgrade-protoss-researchgravitysling-dark.dds' (Core: a required object could not be found)"; You probably named the file incorrectly or messed up the import.
Thank you Photoloss.
"What you have to do is go to each button individually and set UI: Hides For Simple Text to Disabled (click the box). You can change the parent to save yourself the trouble of doing this for all future buttons though. If you have any practical experience with voodoo curses or the like I also suggest you find out who designed the SCC."
I do this in the MOD-file, add it to a map as a dependencie, but still it refuses to work on the Stargate.
For some reason I am currently unable to activate the SCC option (not that I miss it ;) ), so I can't test anything.
I could've sworn you already had the exact same problem with the Stargate a while ago, and it worked just fine. Does it affect all 4 buttons or only the custom ones (Corsair, Arbiter)? What does the bugged card look like? Are you sure you're not overwriting your fix with another dependency?
Edit: Apparently SCC only hides buttons if they're in the way of the "simple display text", which should never happen for your Stargate. The buttons work just fine with the mod version you posted. This time I checked SCC worked by actually placing some units :)
Thank you Photoloss,
can you upload a file where you have done the exact changes to one command card in my file, so I can apply it to the rest?
I am so eager to get it right!