When importing the dependencies for the Void campaign into a map, it takes away the ability for the Larva Injection ability to be stacked/queued like it is with the regular Void mod used in multiplayer. I've gone through almost every linked effect, behaviour, and validator line by line and can't find a single difference between the two. If I take away the validator of "Not Spawning Mutant Larva" then I can cast it multiple times on the same Zerg Town Hall but it will reset the timer and still only give 4 larva in total.
See, I thought that as well but in an empty map with just the vanilla void multiplayer mod and not the void campaign mod they both say 0 in maximum stack number. So I don't know why one of them won't stack but the other does. They both look 100% identical.
Again, they look 100% identical. Both vanilla and campaign.
EDIT: In fact, they both are identified as being from the same "liberty.sc2mod" base mod. Every effect and behavior.
EDIT 2: Here's a group of screenshots comparing the two abilities effect by effect from the data navigator. My only change I made in my map was removing a validator that required there not to be mutant larva spawning because otherwise I would just receive an error message while trying to spawn larva while larva is spawning.
They function very different even though they are set up 100% the same in the data editor. You've seen the screenshots, I assume? The ones from the data editor on a default map allow it to stack and queue like in multiplayer. The ones from the data editor in my custom map do not allow for stacking or queuing. However, it can be observed in the screenshots that absolutely everything about every piece of data linked (all behaviors, effects, the ability, requirements) are completely identical. So I don't know what I'm missing. Can you get this working on your own in a map with the void campaign mod?
I looked at the XML as to what changes there are and there is only a modification to the Queen unit. The queueing part involves the Best Unit flag on the ability. You would need to remove the Not Spawning Mutant Larvae validator from the first effect and modify the first buff to support multiple stacks, have the Refresh Stack flag enabled and make it disabled when the Spawn Mutant Larva behaviour is active so it only applies sequentially.
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I've done as you suggested but it still has no effect. Well, there is ONE difference. Now 5 larva are made instead of 4? Even though I didn't change that.
You could always redo the entire system and have the middle buff apply the final buff periodically but the final buff disabled the middle buff. You can then make the middle buff stack.
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When importing the dependencies for the Void campaign into a map, it takes away the ability for the Larva Injection ability to be stacked/queued like it is with the regular Void mod used in multiplayer. I've gone through almost every linked effect, behaviour, and validator line by line and can't find a single difference between the two. If I take away the validator of "Not Spawning Mutant Larva" then I can cast it multiple times on the same Zerg Town Hall but it will reset the timer and still only give 4 larva in total.
Check the behaviour for what the maximum stack number is.
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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
See, I thought that as well but in an empty map with just the vanilla void multiplayer mod and not the void campaign mod they both say 0 in maximum stack number. So I don't know why one of them won't stack but the other does. They both look 100% identical.
How is the effect tree set up?
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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
How do I check the effect tree?
Fastest way is with the data navigator. You can then look up what type of effect each effect in the tree is under the effects tab.
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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
Again, they look 100% identical. Both vanilla and campaign.
EDIT: In fact, they both are identified as being from the same "liberty.sc2mod" base mod. Every effect and behavior.
EDIT 2: Here's a group of screenshots comparing the two abilities effect by effect from the data navigator. My only change I made in my map was removing a validator that required there not to be mutant larva spawning because otherwise I would just receive an error message while trying to spawn larva while larva is spawning.
https://imgur.com/a/m92MPUo
Again check the Stats: Maximum Stack Count field of the Queen - Spawn Larvae buff.
Checked the Best Unit and Reapproachable flags under the ability?
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
They're all identical.
https://imgur.com/a/yLg69Tv
Then you need to modify them so that they are made stackable.
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
How do I do that?
They function very different even though they are set up 100% the same in the data editor. You've seen the screenshots, I assume? The ones from the data editor on a default map allow it to stack and queue like in multiplayer. The ones from the data editor in my custom map do not allow for stacking or queuing. However, it can be observed in the screenshots that absolutely everything about every piece of data linked (all behaviors, effects, the ability, requirements) are completely identical. So I don't know what I'm missing. Can you get this working on your own in a map with the void campaign mod?
I looked at the XML as to what changes there are and there is only a modification to the Queen unit. The queueing part involves the Best Unit flag on the ability. You would need to remove the Not Spawning Mutant Larvae validator from the first effect and modify the first buff to support multiple stacks, have the Refresh Stack flag enabled and make it disabled when the Spawn Mutant Larva behaviour is active so it only applies sequentially.
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
I've done as you suggested but it still has no effect. Well, there is ONE difference. Now 5 larva are made instead of 4? Even though I didn't change that.
You could always redo the entire system and have the middle buff apply the final buff periodically but the final buff disabled the middle buff. You can then make the middle buff stack.
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