Has anyone else run into this issue with dependencies? I cannot upgrade my map to HotS because I cannot select the dependencies I need.
At the moment I have:
Liberty Multi (Mod)
Liberty (Mod)
Liberty (Campaign)
I would have expected simply to change them to the HotS versions, but that does work. In fact, unless I have the "Liberty Multi (Mod)" the editor complains saying I need it. But for some reason I cannot select the HotS dependencies at the same time (or instead of, as I read that they include the WoL files).
I would like to cut out all the dependencies, and then add new ones, but I dont know how.
Alternatively, if anyone knows a way to simply export the terrain/units/doodad placement which I could just plop into a non-corrupted map file that would be great.
It could be that you have a conflict between the dependencies. Liberty multi and Liberty are the same mod, but the multi one is for melee maps and the other is for arcade. If you use both you will get bugs and errors. The campaign contains units and spells and the story mod is for the cutscenes. You can use these is you want to.
I would solve it by copying your map to a safe location, and then remove the Multi mod. Then I would remove the Liberty Mod. I think the campaign contains the standard Liberty mod. Then I would replace the Liberty (campaign) with Hots (campaign). I believe the Hots campaign contains the Liberty core & campaign. But - backup before you do anything!!!!
The issue that I am running into was that I cannot remove either the Multi mod or the Liberty Mod. When I try, it says that they are needed and spits out a huge list of things using them. If I knew how to cut those ties I might be able to change that.
For now, what I have resorted to is saving the map as components, then creating a new map, and coping over all the terrain/units/doodads. At this point it let me change the dependencies for the new map. But I have run into one problem. I am having trouble including both melee units and campaign units. Particularly the Zerg Queen.
When adding both the Swarm Campaign and Swarm Multi dependencies, It gives me a warning that there might be conflicting data. The result that I have seen so far is that I only have access to the "Swarm Queen" (the special one from the campaign), and not the regular queen. I am worried that other units may also suffer, as the campaign units are very different.
Anyone know a solution? Perhaps a way to make the melee units override the campaign ones? This issue was not in WoL.
@PBobbert: Go You can save the map as components, then open the file with the dependencies using notepad and manually change them, you just have to be sure of what you're doing, but its possible.
@SoulFilcher: Go
Well that did work, or at least it appeared to. I am worried about what might happen to stuff that was linked to them previously.
Also, I feel like my data section is a tangled web of crap that I managed to get to work. I am currently in the mood to rework this map to improve things and tidy it up. The other thing, is that I have 3 of these maps (the only difference being the terrain). And managing changed across all three is a pain. Is there a way that I could just make my own dependency which I could import? A way I just thought of would be to break down each map into its components and just move over the terrain/doodad/units from one to the next, but that seems so round-about.
@PBobbert: Go If they share data and assets I suggest moving everything to a mod file and use that as a dependency for all the maps. Its easy to do when you save them as components, you just have to move what you need to the right folders.
Firstly, .mod files dont handle triggers do they, only libraries right? Trying to make trigger while editing a new .mod doesnt work (everything is greyed out) so I assumed it cannot be done.
Secondly, just to clear things up, this would make all my maps dependent on this .mod file correct? And changing it would allow me to edit all three of the maps at the same time? If I could do the same thing for triggers, regions, points, and other things that would be very useful. Is there a way?
@PBobbert: Go You're right, mod wont allow you to edit triggers. They are mostly used for data and imported assets. Your maps would be dependent on this mod file, but everything you change in the mod is applied to the maps (as long as you keep their dependencies up to date).
No, you can't store regions and points in a mod.
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Has anyone else run into this issue with dependencies? I cannot upgrade my map to HotS because I cannot select the dependencies I need.
At the moment I have: Liberty Multi (Mod) Liberty (Mod) Liberty (Campaign)
I would have expected simply to change them to the HotS versions, but that does work. In fact, unless I have the "Liberty Multi (Mod)" the editor complains saying I need it. But for some reason I cannot select the HotS dependencies at the same time (or instead of, as I read that they include the WoL files).
I would like to cut out all the dependencies, and then add new ones, but I dont know how.
Alternatively, if anyone knows a way to simply export the terrain/units/doodad placement which I could just plop into a non-corrupted map file that would be great.
@PBobbert: Go
It could be that you have a conflict between the dependencies. Liberty multi and Liberty are the same mod, but the multi one is for melee maps and the other is for arcade. If you use both you will get bugs and errors. The campaign contains units and spells and the story mod is for the cutscenes. You can use these is you want to.
I would solve it by copying your map to a safe location, and then remove the Multi mod. Then I would remove the Liberty Mod. I think the campaign contains the standard Liberty mod. Then I would replace the Liberty (campaign) with Hots (campaign). I believe the Hots campaign contains the Liberty core & campaign. But - backup before you do anything!!!!
@Monkalizer: Go
The issue that I am running into was that I cannot remove either the Multi mod or the Liberty Mod. When I try, it says that they are needed and spits out a huge list of things using them. If I knew how to cut those ties I might be able to change that.
For now, what I have resorted to is saving the map as components, then creating a new map, and coping over all the terrain/units/doodads. At this point it let me change the dependencies for the new map. But I have run into one problem. I am having trouble including both melee units and campaign units. Particularly the Zerg Queen.
When adding both the Swarm Campaign and Swarm Multi dependencies, It gives me a warning that there might be conflicting data. The result that I have seen so far is that I only have access to the "Swarm Queen" (the special one from the campaign), and not the regular queen. I am worried that other units may also suffer, as the campaign units are very different.
Anyone know a solution? Perhaps a way to make the melee units override the campaign ones? This issue was not in WoL.
@PBobbert: Go You can save the map as components, then open the file with the dependencies using notepad and manually change them, you just have to be sure of what you're doing, but its possible.
@SoulFilcher: Go Well that did work, or at least it appeared to. I am worried about what might happen to stuff that was linked to them previously.
Also, I feel like my data section is a tangled web of crap that I managed to get to work. I am currently in the mood to rework this map to improve things and tidy it up. The other thing, is that I have 3 of these maps (the only difference being the terrain). And managing changed across all three is a pain. Is there a way that I could just make my own dependency which I could import? A way I just thought of would be to break down each map into its components and just move over the terrain/doodad/units from one to the next, but that seems so round-about.
@PBobbert: Go If they share data and assets I suggest moving everything to a mod file and use that as a dependency for all the maps. Its easy to do when you save them as components, you just have to move what you need to the right folders.
@SoulFilcher: Go
Firstly, .mod files dont handle triggers do they, only libraries right? Trying to make trigger while editing a new .mod doesnt work (everything is greyed out) so I assumed it cannot be done.
Secondly, just to clear things up, this would make all my maps dependent on this .mod file correct? And changing it would allow me to edit all three of the maps at the same time? If I could do the same thing for triggers, regions, points, and other things that would be very useful. Is there a way?
@PBobbert: Go You're right, mod wont allow you to edit triggers. They are mostly used for data and imported assets. Your maps would be dependent on this mod file, but everything you change in the mod is applied to the maps (as long as you keep their dependencies up to date).
No, you can't store regions and points in a mod.