I have been working on a very complicated extension mod which uses the Campaign Dependency (HotS). Whenever I test maps using this mod there are errors that occur due to multi-player data automatically being loaded on melee maps. Does anyone know the best practices for working around these limitations.
For example, if I want to re-introduce the Warhound, it won't display on the help menu glossary and the train button won't appear at the factory. I have tried making duplicate buttons/abilities and am slowly figuring out how to bypass melee defaults, yet those seem to create more problems.
So does anyone know the best practices or workarounds in order to create a Campaign Data based extension mod?
@T0ssWarr1or: Go Hi, add Swarm Multi to your mod and set it as the first dependency. It will fix several issues for extension mods, then you can work from there.
@T0ssWarr1or: Go Ignore the warning, I was the one that suggested that warning to Blizzard, before that the editor woudn't allow you to use them together, but it was possible to do so by saving the mod as components and editing the file manually.
Yes, some things get whacky and broken, and yes you will have to fix them manually, but it is better than not using them for extension mods because this way you can at least control what the result is. If you don't add it the game will add it anyway online and it will be worse.
That warning scared the crap out of me initially, so I avoided using it all together.
I've had problems with getting the Warhound to appear so far, but it hasn't been a priority.
You can now easily fix Swarm (Campaign) plus Swarm (Multi) conflict issues, I made a custom mod that rollback most values to their multiplayer ones. The values already edited by YOUR mod will NOT be overwritten. You can find it here:
You can also find the Battle.net dependency for online games searching for "Swarm (Campaign) Fixed" via the Editor, you just need to link it in your mod's dependencies.
I have been working on a very complicated extension mod which uses the Campaign Dependency (HotS). Whenever I test maps using this mod there are errors that occur due to multi-player data automatically being loaded on melee maps. Does anyone know the best practices for working around these limitations.
For example, if I want to re-introduce the Warhound, it won't display on the help menu glossary and the train button won't appear at the factory. I have tried making duplicate buttons/abilities and am slowly figuring out how to bypass melee defaults, yet those seem to create more problems.
So does anyone know the best practices or workarounds in order to create a Campaign Data based extension mod?
@T0ssWarr1or: Go Hi, add Swarm Multi to your mod and set it as the first dependency. It will fix several issues for extension mods, then you can work from there.
But it warns that Campaign and Multi data can't be used together. Does is really cause a conflict?
@T0ssWarr1or: Go Ignore the warning, I was the one that suggested that warning to Blizzard, before that the editor woudn't allow you to use them together, but it was possible to do so by saving the mod as components and editing the file manually.
Yes, some things get whacky and broken, and yes you will have to fix them manually, but it is better than not using them for extension mods because this way you can at least control what the result is. If you don't add it the game will add it anyway online and it will be worse.
wow, this is so nice to know!
That warning scared the crap out of me initially, so I avoided using it all together. I've had problems with getting the Warhound to appear so far, but it hasn't been a priority.
You can now easily fix Swarm (Campaign) plus Swarm (Multi) conflict issues, I made a custom mod that rollback most values to their multiplayer ones. The values already edited by YOUR mod will NOT be overwritten. You can find it here:
http://www.sc2mapster.com/assets/swarm-campaign-fix-swarm-multi/
You can also find the Battle.net dependency for online games searching for "Swarm (Campaign) Fixed" via the Editor, you just need to link it in your mod's dependencies.