i started working with mod files recently, however im very annoyed by them at the moment and im asking myself if im doing smth wrong or if its intented to be like that.
lets say i have a mod A and a map B, B uses A as dependency.
however, if i want to change smth about the map i have to edit the mod for sure, so i need to close the map and open the mod.
when the changes are made, i save the mod. now here is the problem: when using a mod as local dependency (so not battle.net) you can just use mods that are in the sc2/mods folder. you CANT select another folder. so basically i have to copy-paste the mod file EVERYTIME i make a change to it.
now my idea was to work with the mods directly from the sc2/mods directory (instead of my own mapping folder), since i cant select other folders to add dependencies. the problem is now, that we CANT open mods that are in the sc2/mods folder. wtf?
so basically if i make ANY change to the mod, i have to go to my mapping folder, copy the mod, then go to the sc2/mods folder and paste it there, then i have to close the map using the mod file an reload it (changing active document bugs it up, it doesnt apply the changes to the mod), while the trigger validation takes ~ 10x longer in comparison to not using a mod.
for sure i could also upload the mod to battle.net, but thats even slower as copy-pasting it to the other folder.
I don't seem to have the problem you speak of (Opening the mod in the sc2 folder). Could it be that because the game is running and using the mod file in the mod folder, it doesn't allow you to open it?
I don't seem to have the problem you speak of (Opening the mod in the sc2 folder). Could it be that because the game is running and using the mod file in the mod folder, it doesn't allow you to open it?
you were right, thanks a lot. makes life alot easier now :)
@FuzzYD:
the best way is to make a test map, a blank map with whatever stuff on it so you can test, or if you really want just your map. it has to be in Starcraft II/maps
then in preferences is a testmap parameter can't remember exactly, but you can put the path for your test map and when you hit test document on a mod it will load that map instead.
i setup a blank map with all buildings for 2 players giving myself control of both players and a bunch of commands to spawn units/apply buffs/etc
another great hint, thanks for this.
its located in file -> preferences -> test document and then there is a text field called "default map".
just copy paste your map using the mod file into "starcraft II/Maps" folder, then enter just the map name in that field, for example for "Starcraft II/Maps/Test.SC2Map" just enter "Test" in the text field to make it work.
should mention something i've discovered in my testing
an annoying thing seems to happen where if you're working on another project seperate from the mod you were developing and you leave the test map field with a map that loads a dependency.
when you test your other map it will for some reason load the dependencies the test map has specified.
you will have to wipe the default map field when testing another project
(i was trying to test something in Element TD when i realised it had all my SC2BW models and triggers were running aswell, confused me for a minute.)
hi,
i started working with mod files recently, however im very annoyed by them at the moment and im asking myself if im doing smth wrong or if its intented to be like that. lets say i have a mod A and a map B, B uses A as dependency. however, if i want to change smth about the map i have to edit the mod for sure, so i need to close the map and open the mod. when the changes are made, i save the mod. now here is the problem: when using a mod as local dependency (so not battle.net) you can just use mods that are in the sc2/mods folder. you CANT select another folder. so basically i have to copy-paste the mod file EVERYTIME i make a change to it. now my idea was to work with the mods directly from the sc2/mods directory (instead of my own mapping folder), since i cant select other folders to add dependencies. the problem is now, that we CANT open mods that are in the sc2/mods folder. wtf?
so basically if i make ANY change to the mod, i have to go to my mapping folder, copy the mod, then go to the sc2/mods folder and paste it there, then i have to close the map using the mod file an reload it (changing active document bugs it up, it doesnt apply the changes to the mod), while the trigger validation takes ~ 10x longer in comparison to not using a mod.
for sure i could also upload the mod to battle.net, but thats even slower as copy-pasting it to the other folder.
any suggestions?
@Mille25: Go
I don't seem to have the problem you speak of (Opening the mod in the sc2 folder). Could it be that because the game is running and using the mod file in the mod folder, it doesn't allow you to open it?
you were right, thanks a lot. makes life alot easier now :)
@Mille25: Go
Good to know thats resolved :)
@maverck: Go
another great hint, thanks for this.
its located in file -> preferences -> test document and then there is a text field called "default map".
just copy paste your map using the mod file into "starcraft II/Maps" folder, then enter just the map name in that field, for example for "Starcraft II/Maps/Test.SC2Map" just enter "Test" in the text field to make it work.
saves alot of time :)