Love the threads I see here, time for my first yelp for help:]
First: I have replaced/added upgrades to certain terran structures in a custom map. Most of them work fine, but 2 of my custom upgrades on the armory seem to be misbehaving. Let's call them upgrades A and B for now.
Upgrade A works fine on a tech-lab-starport, and B works fine on an armory, however, when I tried to add upgrade A to my armory command card, the button for B (in game) has now vanished.
If I completely replace upgrade B's buttons, and it's place in the research ability for armory, I can make B appear in game, however A's button will vanish!
It can go back and forth between showing either A or B (but never both), if I repeat that process for A and then B continuously.
I removed the requirements from the abilities to no avail. I even made an entirely separate new armory research armory ability and assigned the new upgrades to that ability, but still it did not help.
The requirements are not linked in any way.
Second: The command card on my factory between published games and games launched from the editor is inconsistent. Where the game when launched from the editor shows hellbat able to be constructed, whenever I publish the game the button has vanished.
I am at a complete loss. Please assist!
Upgrade A is called Larger Rocket Pods, B is called Extra Fuel in the map should anyone be brave enough to delve further.
Both buttons work on either ability when I place them on the Command Center. I don't know how you managed to break it, but the command card for the Armory seems to be loading incorrect junk data from somewhere. In XML view there's a ton of "index->removed" entries deleting buttons from other dependencies (mainly Liberty and LibertyStory), maybe those are counting toward some global cap? Or your buttons are inheriting invalid properties from other dependencies?
Regarding the Hellbat, I don't have any experience in publishing stuff, but maybe you're trying to publish/upload as a WoL map? I would assume Blizzard blocks HotS dependencies and assets for those, otherwise what's the point of buying the expansion?
Other random things I noticed in your map:
Tech Reactors are missing the Cancel button for their production queue, which also prevents hotkey-cancel.
The Vehicle Weapons button links to the Vehicle Armor research option.
The Vehicle Weapons button has an internal ID of "UnknownButton".
The "Bulwark Company" goliaths don't seem to be gaining increased attack range from "Extra Fuel".
are those building connected with a morph ability or somehow else? if yes you exceed the maximum number of abilities of 32. units that are connected count as one unit so you cannot have more than 32 abilities together. if you are above this number abilities disappear which fits your description
Nah, no morph. I just looked through their map in XML view and counted button entries from sources other than the map itself. Both Liberty and LibertyStory set buttons without an "index" property, while the map assigns one to each of its own entries. If you count all the "removed" entries the map lists exactly as many buttons as Liberty and LibertyStory combined: 28
That's only buttons though, they're all linking to different entries in the same ability (Armory Research ability)
no, there are not additional buttons assigned to any sloton the CC.
I assume responsibility for the damage my noob self has caused to the editor. Is there a way I can "fix" the command card data for the Armory?? As a temporary fix I have added the same 2 abilities to 2 extra buttons, this for whatever reason allows only one of each to be shown.
In addition, the factory displaying incorrect units is not limited to just the hellbat, other times when i re-arrange the factory command card, random other "build unit" buttons will vanish upon publishing. Again when I launch the game in the editor, all is fine, but upon publishing, the command card for factory units does not match what I assigned it in the editor.
no, there are not additional buttons assigned to any sloton the CC.
Care to elaborate? I myself added both ArmoryResearch and ArmoryResearch8 to the Command Center as a test, along with the 2 buttons each for the custom researches. They work perfectly, each with their individual cost+research time, and pressing one button also correctly removes the other one that's linked to the same upgrade, as dictated by the Requirement.
The problem is tied to the Armory unit, due to bad inheritance, corrupted data or hardcoded limitations I'm not aware of. My approach (for everything, really) would be to cut down on the dependencies first, and if that fails copy the Armory and use the copy. In fact I create almost anything from scratch or dupe, precisely to avoid such "hidden" problems and gain an understanding of all the extra mechanics required to get something working. Of course this is a lot of additional work at first, since you have to edit the SCV build, construction actors, low-health flame actor, tech tree requirements and the occasional whitelist (Chronoboost uses one iirc)
The factory command card still sounds like a dependency conflict. Could you note down all bugged buttons and compare them to the command card layout for the dependencies you use? I have no idea why publishing would cause additional problems though.
I meant in the armory/factory I had no assigned more than one button to any slot in the CC.
The upgrades themselves work ok, it's just getting them to show up properly.
You are right, this must be some kind of bug/corrupted data. I recently copied the map data into a mod, and thus far, the armory and factory command cards seem to respond and function just fine with the upgardes/units.
I may very well be responsible for corrupting it, but I have no idea how I managed it.
I meant in the armory/factory I had no assigned more than one button to any slot in the CC.
You haven't, but maybe the game is trying to do just that. For each broken button you notice, note down its position on the card as well as all buttons in that slot for all dependencies you use. See if there's any pattern in the results, like "only slots where both a WoL campaign-only unit and a HotS-added unit are placed". Oh, and please don't use the abbreviation "CC" while dealing with Terrans, I for one have no idea whether you mean Command Card or Command Center.
The only way of outright "corrupting" data I can see you doing is importing/copying from a very old version of the editor, as in "so old they don't check backwards compatibility for it anymore". On the other hand, they do give out warnings how certain dependencies are "incompatible" (mainly WoL campaign vs. some HotS stuff), so maybe you've stumbled into one of the reasons behind these warnings. Maybe they have a hardcoded "load priority" list which is trying to load two of those dependencies with equal rights. Maybe it notices this and only loads the first one, completely discarding subsequent edits. Maybe it's running out of internal indices to assign all those overwritten buttons. I have no idea, and too little data so far to make a proper educated guess.
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Love the threads I see here, time for my first yelp for help:]
First: I have replaced/added upgrades to certain terran structures in a custom map. Most of them work fine, but 2 of my custom upgrades on the armory seem to be misbehaving. Let's call them upgrades A and B for now.
Upgrade A works fine on a tech-lab-starport, and B works fine on an armory, however, when I tried to add upgrade A to my armory command card, the button for B (in game) has now vanished.
If I completely replace upgrade B's buttons, and it's place in the research ability for armory, I can make B appear in game, however A's button will vanish!
It can go back and forth between showing either A or B (but never both), if I repeat that process for A and then B continuously.
I removed the requirements from the abilities to no avail. I even made an entirely separate new armory research armory ability and assigned the new upgrades to that ability, but still it did not help.
The requirements are not linked in any way.
Second: The command card on my factory between published games and games launched from the editor is inconsistent. Where the game when launched from the editor shows hellbat able to be constructed, whenever I publish the game the button has vanished.
I am at a complete loss. Please assist!
Upgrade A is called Larger Rocket Pods, B is called Extra Fuel in the map should anyone be brave enough to delve further.
Are they taking up the same slots in the command card?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Both buttons work on either ability when I place them on the Command Center. I don't know how you managed to break it, but the command card for the Armory seems to be loading incorrect junk data from somewhere. In XML view there's a ton of "index->removed" entries deleting buttons from other dependencies (mainly Liberty and LibertyStory), maybe those are counting toward some global cap? Or your buttons are inheriting invalid properties from other dependencies?
Regarding the Hellbat, I don't have any experience in publishing stuff, but maybe you're trying to publish/upload as a WoL map? I would assume Blizzard blocks HotS dependencies and assets for those, otherwise what's the point of buying the expansion?
Other random things I noticed in your map:
@Photoloss: Go
are those building connected with a morph ability or somehow else? if yes you exceed the maximum number of abilities of 32. units that are connected count as one unit so you cannot have more than 32 abilities together. if you are above this number abilities disappear which fits your description
@FunkyUserName: Go
Nah, no morph. I just looked through their map in XML view and counted button entries from sources other than the map itself. Both Liberty and LibertyStory set buttons without an "index" property, while the map assigns one to each of its own entries. If you count all the "removed" entries the map lists exactly as many buttons as Liberty and LibertyStory combined: 28
That's only buttons though, they're all linking to different entries in the same ability (Armory Research ability)
@Photoloss: Go
no, there are not additional buttons assigned to any sloton the CC.
I assume responsibility for the damage my noob self has caused to the editor. Is there a way I can "fix" the command card data for the Armory?? As a temporary fix I have added the same 2 abilities to 2 extra buttons, this for whatever reason allows only one of each to be shown.
In addition, the factory displaying incorrect units is not limited to just the hellbat, other times when i re-arrange the factory command card, random other "build unit" buttons will vanish upon publishing. Again when I launch the game in the editor, all is fine, but upon publishing, the command card for factory units does not match what I assigned it in the editor.
Care to elaborate? I myself added both ArmoryResearch and ArmoryResearch8 to the Command Center as a test, along with the 2 buttons each for the custom researches. They work perfectly, each with their individual cost+research time, and pressing one button also correctly removes the other one that's linked to the same upgrade, as dictated by the Requirement.
The problem is tied to the Armory unit, due to bad inheritance, corrupted data or hardcoded limitations I'm not aware of. My approach (for everything, really) would be to cut down on the dependencies first, and if that fails copy the Armory and use the copy. In fact I create almost anything from scratch or dupe, precisely to avoid such "hidden" problems and gain an understanding of all the extra mechanics required to get something working. Of course this is a lot of additional work at first, since you have to edit the SCV build, construction actors, low-health flame actor, tech tree requirements and the occasional whitelist (Chronoboost uses one iirc)
The factory command card still sounds like a dependency conflict. Could you note down all bugged buttons and compare them to the command card layout for the dependencies you use? I have no idea why publishing would cause additional problems though.
@Photoloss: Go
I meant in the armory/factory I had no assigned more than one button to any slot in the CC.
The upgrades themselves work ok, it's just getting them to show up properly.
You are right, this must be some kind of bug/corrupted data. I recently copied the map data into a mod, and thus far, the armory and factory command cards seem to respond and function just fine with the upgardes/units.
I may very well be responsible for corrupting it, but I have no idea how I managed it.
You haven't, but maybe the game is trying to do just that. For each broken button you notice, note down its position on the card as well as all buttons in that slot for all dependencies you use. See if there's any pattern in the results, like "only slots where both a WoL campaign-only unit and a HotS-added unit are placed". Oh, and please don't use the abbreviation "CC" while dealing with Terrans, I for one have no idea whether you mean Command Card or Command Center.
The only way of outright "corrupting" data I can see you doing is importing/copying from a very old version of the editor, as in "so old they don't check backwards compatibility for it anymore". On the other hand, they do give out warnings how certain dependencies are "incompatible" (mainly WoL campaign vs. some HotS stuff), so maybe you've stumbled into one of the reasons behind these warnings. Maybe they have a hardcoded "load priority" list which is trying to load two of those dependencies with equal rights. Maybe it notices this and only loads the first one, completely discarding subsequent edits. Maybe it's running out of internal indices to assign all those overwritten buttons. I have no idea, and too little data so far to make a proper educated guess.