Ok, super odd problem, just published a custom map to try with some friends and the following happened.
Player 1. (zerg) could build all the zerg heroes, units and upgrades in odd places, kind of like the campaign but the lair also let u build scvs and probes.
Player 2. (protoss) let u build these buildings called obvilsks, toss heroes and a a series of "dark Protoss units".
Testing the map did NOT give me this result when launched from the editor, what did I do wrong? and how do i fix it.
and if anyone wants to see the map in progress to see what im talking about, its by RedemptionSC and called Revelation of the Void. Keep in mind triggers and victory conditions/loss conditions are not running perfectly yet.
@blackarro18: Go It is probably a dependency issue. If its a custom map or extension mod keep in ind that multiplayer dependency (WoL or HotS) will be applied on top of all others if it isnt already in the map/mod.
Honestly Im not sure how to check this. When i created the map it was a custom map, I have the publishing options set to melee/custom map with the addition of multiplayer data. Should i swich this to an arcade map?
I just want to be able to use the units and doodads from the campaigns, but have the buildings be just the normal multiplayer ones
Also, on a side note since i've already posted here, how do you make periodic energy costs eg cloaking, for some reason mine regenerates energy in cloak.
Try making it an arcade map. As stated above, what is happening is another mod (the multiplayer melee mod with balance changes) is conflicting with it.
@blackarro18: Go It really depends on what you want fro your map. If you really want multiplayer balance changes and campaign units you have to mix these 2 dependencies and be prepared to fix the bugs that arise.
Also, on a side note since i've already posted here, how do you make periodic energy costs eg cloaking, for some reason mine regenerates energy in cloak.
You'd need to modify the values of the cloaking ability's behavior.
I'll use the Ghost for an example. In the data editor, if you go to the "Ghost Personal Cloaking" ability, under that ability you would find the behavior called "Ghost - Cloak". Under that behavior under the "(Basic) Unit: Vital Regeneration Bonus" field (this is under Table View, if you want Detail View, it's under the Behavior tab, and then under the Unit Tab), there is an option to modify values on a per-second basis. The default value under Energy is -1.4765 meaning the cloaking ability costs 1.4765 energy per second. If you set that to a positive value it will add energy per second instead of remove it. My guess is that for some weird reason it's set to a positive value.
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Ok, super odd problem, just published a custom map to try with some friends and the following happened.
Player 1. (zerg) could build all the zerg heroes, units and upgrades in odd places, kind of like the campaign but the lair also let u build scvs and probes.
Player 2. (protoss) let u build these buildings called obvilsks, toss heroes and a a series of "dark Protoss units".
Testing the map did NOT give me this result when launched from the editor, what did I do wrong? and how do i fix it.
and if anyone wants to see the map in progress to see what im talking about, its by RedemptionSC and called Revelation of the Void. Keep in mind triggers and victory conditions/loss conditions are not running perfectly yet.
If this an arcade map? Or a melee mod?
It sounds like something is messed up with the map dependencies. Could you dump an image or list of the way you currently have them set up?
@blackarro18: Go It is probably a dependency issue. If its a custom map or extension mod keep in ind that multiplayer dependency (WoL or HotS) will be applied on top of all others if it isnt already in the map/mod.
Honestly Im not sure how to check this. When i created the map it was a custom map, I have the publishing options set to melee/custom map with the addition of multiplayer data. Should i swich this to an arcade map?
I just want to be able to use the units and doodads from the campaigns, but have the buildings be just the normal multiplayer ones
Also, on a side note since i've already posted here, how do you make periodic energy costs eg cloaking, for some reason mine regenerates energy in cloak.
Try making it an arcade map. As stated above, what is happening is another mod (the multiplayer melee mod with balance changes) is conflicting with it.
@blackarro18: Go It really depends on what you want fro your map. If you really want multiplayer balance changes and campaign units you have to mix these 2 dependencies and be prepared to fix the bugs that arise.
You'd need to modify the values of the cloaking ability's behavior.
I'll use the Ghost for an example. In the data editor, if you go to the "Ghost Personal Cloaking" ability, under that ability you would find the behavior called "Ghost - Cloak". Under that behavior under the "(Basic) Unit: Vital Regeneration Bonus" field (this is under Table View, if you want Detail View, it's under the Behavior tab, and then under the Unit Tab), there is an option to modify values on a per-second basis. The default value under Energy is -1.4765 meaning the cloaking ability costs 1.4765 energy per second. If you set that to a positive value it will add energy per second instead of remove it. My guess is that for some weird reason it's set to a positive value.