OK I'm trying to make a mod so I don't have to recreate all of the units and heroes in my campaign but when I import it to a map most units are bugged showing up as balls and such and they aren't in the heroes section. I want to use campaign and basic units so what dependencies and what order should I have for the mod? And then what dependencies and order should the map have?
In that order. But I know what you want to do, I tried it too. It won't work. You're trying to take the campaign data and make it into a mod for Multiplayer, right? I'm guessing you extracted the XML files from the campaign file and put them in your mod file, no? Weird bugs will happen then. Some units will have double values. Attacks will do double the damage, morphing units like the Lurker won't work properly (messed up actors/anims and takes double the time to build), etc. That is, unless you change the ID of everything that is in the campaign that you put in your mod so no overrides happen...And that's gonna take you a lot of time.
It's still reading the Campaign stuff, but it will also read your stuff over it, resulting in weird game bugs, like Lurkers taking twice the time to morph and having 2 weapons, and Siege Breakers taking 2 seconds to fire or deploy rather than doing it instantly. Some weapons will also do double the damage because the game will read 2 entries for the same weapon, in the campaign dependency and the mod you made.
I would just suggest loading Liberty Campaign as the main dependency with Liberty underneath it, and changing the campaign modified values for some of the units, like the Zergling & Baneling sizes, Siege Tank's (Siege Mode) and Hellion's weapons, adding back the EMP ability to Ghosts, etc.
Afterwards, just save the mod, close the editor, re-open it (it will load the default map), open the data editor, load the mod and load the map that uses your mod or create it. (Your mod's dependency should be at the bottom in the list of dependencies) Make sure the map has the same dependencies in the same order as the mod. Once you add the dependencies, close the editor, then re-open it, then the data editor, then the mod, then the map.
Really? This arrangement has worked out fine for me actually and never experienced (or at least noticed) any sort of weirdness from hooking a mod I keep around for those purposes into any maps I create.
Liberty Story, Liberty, Liberty Multi, Liberty Campaign, My Mod
The mod has the first four dependencies in that order as well, perhaps that's the trick?
Woah yeah I just want all the normal stuff plus my custom units and heroes in a mod so I don't have to recreate them for every map in my campaign. I'll try this atleast until blizzard decides to unfuck the map editor. Thanks!
If the mod itself doesn't have the campaign dependency it won't load the campaign models. (Science Vessel, Scout, Lurker, etc.)
If he adds the mod dependency to a map, and that mod contains the same data as the campaign (IE he copied the XML files from the campaign file into his mod so he can have all the campaign units in MP), then you get an override bug that happens because the game reads both the data in the campaign but doesn't load it and it also reads the data in the mod, too, and as a result, finds 2 entries for everything. Then it loads everything twice, causing strange bugs, like the attacks for campaign stuff doing twice the damage they should do, morphing actors messing up and such.
I tried it. I played around with the settings and there was nothing I could do to remedy this. If you want MP data with the SP campaign stuff in it, but without having the campaign stuff override the SP stuff, you'll have to either make a campaign mod and make those changes yourself, or get the data out of LibertyMulti.SC2mod and into the mod you're making, with the campaign dependency being the first listed and the melee dependency being the second.
Odd, I have mine setup like this and no issues for campaign models.
Of course you don't, that's because it loads the campaign stuff over the melee stuff. Look at the Hellion and Siege Tank (Siege Mode) weapon effects. The first weapon does 8 instead of 6 and the second does 60 instead of 50. There's a few differences. So it all works out fine, but you get some campaign values replacing the melee ones from Liberty Multi.
OK I'm trying to make a mod so I don't have to recreate all of the units and heroes in my campaign but when I import it to a map most units are bugged showing up as balls and such and they aren't in the heroes section. I want to use campaign and basic units so what dependencies and what order should I have for the mod? And then what dependencies and order should the map have?
@GhostNova91: Go
In that order. But I know what you want to do, I tried it too. It won't work. You're trying to take the campaign data and make it into a mod for Multiplayer, right? I'm guessing you extracted the XML files from the campaign file and put them in your mod file, no? Weird bugs will happen then. Some units will have double values. Attacks will do double the damage, morphing units like the Lurker won't work properly (messed up actors/anims and takes double the time to build), etc. That is, unless you change the ID of everything that is in the campaign that you put in your mod so no overrides happen...And that's gonna take you a lot of time.
It's still reading the Campaign stuff, but it will also read your stuff over it, resulting in weird game bugs, like Lurkers taking twice the time to morph and having 2 weapons, and Siege Breakers taking 2 seconds to fire or deploy rather than doing it instantly. Some weapons will also do double the damage because the game will read 2 entries for the same weapon, in the campaign dependency and the mod you made.
I would just suggest loading Liberty Campaign as the main dependency with Liberty underneath it, and changing the campaign modified values for some of the units, like the Zergling & Baneling sizes, Siege Tank's (Siege Mode) and Hellion's weapons, adding back the EMP ability to Ghosts, etc.
Afterwards, just save the mod, close the editor, re-open it (it will load the default map), open the data editor, load the mod and load the map that uses your mod or create it. (Your mod's dependency should be at the bottom in the list of dependencies) Make sure the map has the same dependencies in the same order as the mod. Once you add the dependencies, close the editor, then re-open it, then the data editor, then the mod, then the map.
Really? This arrangement has worked out fine for me actually and never experienced (or at least noticed) any sort of weirdness from hooking a mod I keep around for those purposes into any maps I create.
Liberty Story, Liberty, Liberty Multi, Liberty Campaign, My Mod
The mod has the first four dependencies in that order as well, perhaps that's the trick?
@BumpInTheNight: Go
Woah yeah I just want all the normal stuff plus my custom units and heroes in a mod so I don't have to recreate them for every map in my campaign. I'll try this atleast until blizzard decides to unfuck the map editor. Thanks!
If your mod contains everything you need, you shouldn't need any other dependencies at all on your map.
@Kanaru: Go
If the mod itself doesn't have the campaign dependency it won't load the campaign models. (Science Vessel, Scout, Lurker, etc.) If he adds the mod dependency to a map, and that mod contains the same data as the campaign (IE he copied the XML files from the campaign file into his mod so he can have all the campaign units in MP), then you get an override bug that happens because the game reads both the data in the campaign but doesn't load it and it also reads the data in the mod, too, and as a result, finds 2 entries for everything. Then it loads everything twice, causing strange bugs, like the attacks for campaign stuff doing twice the damage they should do, morphing actors messing up and such.
I tried it. I played around with the settings and there was nothing I could do to remedy this. If you want MP data with the SP campaign stuff in it, but without having the campaign stuff override the SP stuff, you'll have to either make a campaign mod and make those changes yourself, or get the data out of LibertyMulti.SC2mod and into the mod you're making, with the campaign dependency being the first listed and the melee dependency being the second.
Odd, I have mine setup like this and no issues for campaign models.
Of course you don't, that's because it loads the campaign stuff over the melee stuff. Look at the Hellion and Siege Tank (Siege Mode) weapon effects. The first weapon does 8 instead of 6 and the second does 60 instead of 50. There's a few differences. So it all works out fine, but you get some campaign values replacing the melee ones from Liberty Multi.