This dependency bug actually proved to be quite useful. =)
Usually, when you try to use singleplayer art & sounds, if you use only the melee dependency, it won't load any of the campaign art & sound. By putting the 2 multiplayer dependencies at the top, and leaving the campaign one at the bottom, it will allow for Multiplayer mods and maps to use campaign art & sound, but with the Multiplayer balance and unit stats. I don't think this is a bug, but rather a feature on Blizzard's part to allow MP-based maps to use campaign assets.
I made a mod that is basically the campaign stuff, but for MP. Now I can simply remove the campaign modified values to certain units in the mod, and have an MP version of the game with all the new campaign data in it, and can easily just make a quick mod from that (like making the Scout buildable, for example).
Here's a quick test map I made to prove this. The Archon uses its Dark texture that is only seen in the 2nd Zeratul mission, and the Banshee uses the Mercenary Banshee model (portrait and death model, too). These models are inside the WoL Campaign MPQ, not the MP one, yet the map reads them:
Link Removed: http://www.mediafire.com/?nupjk2ciynd956v
I have a solution for bug 1, you need to place a unit from the campaign. If you don't want to place any real unit place the port junker critter. Then it will remember the dependency that unit was in.
This unfortunately did not work for me at all. I have firebats on the map, but the dependancies still will not load properly.
This dependency bug actually proved to be quite useful. =) Usually, when you try to use singleplayer art & sounds, if you use only the melee dependency, it won't load any of the campaign art & sound. By putting the 2 multiplayer dependencies at the top, and leaving the campaign one at the bottom, it will allow for Multiplayer mods and maps to use campaign art & sound, but with the Multiplayer balance and unit stats. I don't think this is a bug, but rather a feature on Blizzard's part to allow MP-based maps to use campaign assets.
I made a mod that is basically the campaign stuff, but for MP. Now I can simply remove the campaign modified values to certain units in the mod, and have an MP version of the game with all the new campaign data in it, and can easily just make a quick mod from that (like making the Scout buildable, for example).
Here's a quick test map I made to prove this. The Archon uses its Dark texture that is only seen in the 2nd Zeratul mission, and the Banshee uses the Mercenary Banshee model (portrait and death model, too). These models are inside the WoL Campaign MPQ, not the MP one, yet the map reads them: Link Removed: http://www.mediafire.com/?nupjk2ciynd956v
Hello,
Thank you for detailed bug fix suggestion, worked fine!
This unfortunately did not work for me at all. I have firebats on the map, but the dependancies still will not load properly.
I'm voting this get stickied!
wangbot
YOU ARE A HERO OF UNTOLD PROPORTIONS