Can someone please help me with adding units to lets say a barracks. I would like to be able to train a firebat at my barracks in the map editor. I've seen a tutorial on how to do it, however, when i get to the part where im supposed to select the firebat in the "ability command" selection box, it doesn't show up. I'm in the command card- buttons- abilities command window.
Firebats are part of the campaign, you need the campaign module among your map's dependencies: File->Dependencies->Add Standard->Liberty (Campaign)->Ok. Profit!
(Far as I know once you've added the campaign to your map's modules they'll already be part of the barrack's creation abilities too)
Hrm, are firebats even among selectable options in the map when you're in the editor's unit placing mode? You might be experiencing the dependency bug in the editor where it won't actually show you any modules but the default and MP ones despite having them in your selected set. There is a thread about how to fix that somewhere in the bug feedback sub forum (honestly that shoulda been sticked a long time ago too) but essentially the fix is to move the campaign & story modules to the top of your dependency list and they'll load properly going forward. Its become standard practice for me to do that when including those in a map and haven't had an issue since.
well i can put firebats onto my map, but i cant have it so that they are trainable AT the barracks. thats my only problem. So you think its a bug issue?? I'll look into finding a fix for it. Thanks alot for your help! :)
Hrm, I can't seem to reproduce the issue but what I know about the dependency problem is the first time you create the map or add the campaign module you're able to build and use all the dependency's assets but when you close and reopen them they're no longer properly linked up. But yah also just confirmed that the campaign version of the barracks does include firebats among its selection. If you look in the data editor does the barracks say its from the liberty.core or the liberty.campaign source? Either way yah put the campaign module at the top of your dependencies/save and it should fix things up upon reloading the map.
Actually, using campaign dependency does not automaticaly adds firebat to barracks training ability. you need to manually edit the barracks train ability to train firebat, and then you can add it to the command card.
Perfect! adding the story module did exactly what I needed it to do!
However, it looks like when I load in a new module it changes edits I have made to specific units. I changed the size of the Nydus worm (Canal) model and changed the Nexus model as well. Is this an issue because I didn't make duplicates of the Nydus and Nexus? I also noticed that when I search both the nexus and Nydus in my data window ( with "all data" filter ) I don't see a Nydus worm or nexus Libertystory.SC2campaign version of either. Is this too do with how many modules I have turned on? or is it simply because there are no Nexus or Nydus Worms in the story mode? my memory escapse me :P
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Can someone please help me with adding units to lets say a barracks. I would like to be able to train a firebat at my barracks in the map editor. I've seen a tutorial on how to do it, however, when i get to the part where im supposed to select the firebat in the "ability command" selection box, it doesn't show up. I'm in the command card- buttons- abilities command window.
Any help or advice would be much appreciated.
Thanks!!!
Firebats are part of the campaign, you need the campaign module among your map's dependencies: File->Dependencies->Add Standard->Liberty (Campaign)->Ok. Profit!
(Far as I know once you've added the campaign to your map's modules they'll already be part of the barrack's creation abilities too)
@BumpInTheNight: Go
Well, it looks like I have something missing. I have the dependencies set but my barracks do not offer a firebat option.
What's wrong? :S
@Parkerpoly: Go
Hrm, are firebats even among selectable options in the map when you're in the editor's unit placing mode? You might be experiencing the dependency bug in the editor where it won't actually show you any modules but the default and MP ones despite having them in your selected set. There is a thread about how to fix that somewhere in the bug feedback sub forum (honestly that shoulda been sticked a long time ago too) but essentially the fix is to move the campaign & story modules to the top of your dependency list and they'll load properly going forward. Its become standard practice for me to do that when including those in a map and haven't had an issue since.
well i can put firebats onto my map, but i cant have it so that they are trainable AT the barracks. thats my only problem. So you think its a bug issue?? I'll look into finding a fix for it. Thanks alot for your help! :)
Hrm, I can't seem to reproduce the issue but what I know about the dependency problem is the first time you create the map or add the campaign module you're able to build and use all the dependency's assets but when you close and reopen them they're no longer properly linked up. But yah also just confirmed that the campaign version of the barracks does include firebats among its selection. If you look in the data editor does the barracks say its from the liberty.core or the liberty.campaign source? Either way yah put the campaign module at the top of your dependencies/save and it should fix things up upon reloading the map.
Actually, using campaign dependency does not automaticaly adds firebat to barracks training ability. you need to manually edit the barracks train ability to train firebat, and then you can add it to the command card.
Ugh my bad its the story module that has all the stuff from the campaign, I always just add both whenever I want any of those assets.
Perfect! adding the story module did exactly what I needed it to do!
However, it looks like when I load in a new module it changes edits I have made to specific units. I changed the size of the Nydus worm (Canal) model and changed the Nexus model as well. Is this an issue because I didn't make duplicates of the Nydus and Nexus? I also noticed that when I search both the nexus and Nydus in my data window ( with "all data" filter ) I don't see a Nydus worm or nexus Libertystory.SC2campaign version of either. Is this too do with how many modules I have turned on? or is it simply because there are no Nexus or Nydus Worms in the story mode? my memory escapse me :P