Guys, what I'm looking for is simple as the title says: I want to use co-op commander in my arcade map.
I was looking the rock the cabinet 2017 mod in order to learn how to activate commander's tech tree and top painel abilities but after look into the triggers I didn't found exactly what say to the map that the player will play using a commander's set.
On map initialization the Load Coop Mission action is run which in turn uses Load Allied Commanders Data. This then relies on several parameters for a decision tree to determine if the map is being played offline, arcade or in blizzard debug mode (lots of troll code). Eventually the CC_PlayerCommanderSet action is reached which does the actual determination of the selected commander. This has the default to Artanis, Raynor or Kerrigan troll code in it. This action is used at 5 points in the action tree to try and force players to use the defaults.
What determines if a player is a commander for non blizzard maps is the Preset Coop Players entry under the User Data data type. This is used by the Coop Preset Commander And Team action of the Load Coop Mission action. This determines if a player is considered for the Active Commander function (Commander Of Player does not work in non blizzard maps). The commander specific tech trees are done by the Player Commanders, Camapign Perk and Campaign Tech Unit entries under the User Data data type and mediated through the CC_ApplyTech trigger action definition.
As specific commanders cannot be set for non blizzard maps the CCX_PlayerCommander variable is used while the CU_GPInit action definition does the calldown bars at the top of the screen.
There is this demo map of mine where I have unlocked coop for easier customization.
The blizzard allied commanders mod is used for all coop maps. I was referring to it in my previous answer. The Load Coop Mission action requires a specific trigger to be set in it.
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Well As I said it uses the four actions under the CC_ApplyTech trigger action definition to hide the stuff. If you want to add stuff again then you need to wait until it is done else your modifications will be reset. Once you upgrade the level you need to refresh the perks. Look how the debug level up button does it.
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I also want to make co-op missions for 3 players. Can you tell me how you managed to do it or share a template map? I have been working on this for few weeks but I am still far away from success. I will appreciate a lot if you can help me.
I should have a new version of the template map ready by the end of the week. It always breaks when they add a new commander. Also the prophecy of zeratul is not designed for multiple players to select zeratul at once.
There were multiple things that needed alteration to unlock the commander player number. You need to expand the Human Players player group, under Load Allied Commanders Data you need to increase the number of banks preloaded for the number of commander players. The CCC_MAXCOMMANDERS_PVE variable needs to be increased and all stuff that uses it needs to be duped and linked up. Make sure the user data under the data editor used by Coop Preset Commander And Team marks the right players as commanders. You also need to change everything that uses CC_PlayerAlly (Old) which is a big job.
hi sir, Im trying to build something similar , a mod that allow people use commander in meele map.
i looked through the initial triggles ,but did not get results.i found the process finnally end up quoting an empty triggle PlayerSetCommander.Im trying to understand how this works.Can you teach me how to achive my goal?I will be grateful if you are willing to help.
Guys, what I'm looking for is simple as the title says: I want to use co-op commander in my arcade map.
I was looking the rock the cabinet 2017 mod in order to learn how to activate commander's tech tree and top painel abilities but after look into the triggers I didn't found exactly what say to the map that the player will play using a commander's set.
Can anyone help?
kerb
I wonder if what I'm looking for is too difficult to do or I'm so dumb that I could not find how to
On map initialization the Load Coop Mission action is run which in turn uses Load Allied Commanders Data. This then relies on several parameters for a decision tree to determine if the map is being played offline, arcade or in blizzard debug mode (lots of troll code). Eventually the CC_PlayerCommanderSet action is reached which does the actual determination of the selected commander. This has the default to Artanis, Raynor or Kerrigan troll code in it. This action is used at 5 points in the action tree to try and force players to use the defaults.
What determines if a player is a commander for non blizzard maps is the Preset Coop Players entry under the User Data data type. This is used by the Coop Preset Commander And Team action of the Load Coop Mission action. This determines if a player is considered for the Active Commander function (Commander Of Player does not work in non blizzard maps). The commander specific tech trees are done by the Player Commanders, Camapign Perk and Campaign Tech Unit entries under the User Data data type and mediated through the CC_ApplyTech trigger action definition.
As specific commanders cannot be set for non blizzard maps the CCX_PlayerCommander variable is used while the CU_GPInit action definition does the calldown bars at the top of the screen.
There is this demo map of mine where I have unlocked coop for easier customization.
https://www.sc2mapster.com/projects/the-assets-of-evil/files/2496461
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In fact I was having some success trying mimic the blizz mod I mentioned before but eventually as I add new triggers the top IU ability painel vanish.
hey, thanks for that. I'll look for and study your instructions.
I'll give a feedback as I progress.
The blizzard allied commanders mod is used for all coop maps. I was referring to it in my previous answer. The Load Coop Mission action requires a specific trigger to be set in it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I feel I'm getting closer but no success yet.
I tried add the triggers you mentioned but I think I'm miss something.
I suppose I must edit them a bit after add them to the map's trigger list but I'm not sure
I'm still evaluating the map you provided to my in order to help
Another problematic part was the ally player function in that a lot of important stuff uses the old one.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Based on your instructions and analyzing the rock the cabinet 2017 mod I manage to do it!
Not the same way you did but anyway.
The only problem I still working on is the tech tree.
I tried to set commander level to 15 in order to unlock everything but it doesn't work.
I also tried manually allow and research some upgrades (like banshee airstrike) via trigger but the map just ignores it.
Any thoughts about it?
Well As I said it uses the four actions under the CC_ApplyTech trigger action definition to hide the stuff. If you want to add stuff again then you need to wait until it is done else your modifications will be reset. Once you upgrade the level you need to refresh the perks. Look how the debug level up button does it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to kerberos_42:
I should have a new version of the template map ready by the end of the week. It always breaks when they add a new commander. Also the prophecy of zeratul is not designed for multiple players to select zeratul at once.
There were multiple things that needed alteration to unlock the commander player number. You need to expand the Human Players player group, under Load Allied Commanders Data you need to increase the number of banks preloaded for the number of commander players. The CCC_MAXCOMMANDERS_PVE variable needs to be increased and all stuff that uses it needs to be duped and linked up. Make sure the user data under the data editor used by Coop Preset Commander And Team marks the right players as commanders. You also need to change everything that uses CC_PlayerAlly (Old) which is a big job.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvilGamepedia:
hi sir, Im trying to build something similar , a mod that allow people use commander in meele map.
i looked through the initial triggles ,but did not get results.i found the process finnally end up quoting an empty triggle PlayerSetCommander.Im trying to understand how this works.Can you teach me how to achive my goal?I will be grateful if you are willing to help.
In reply to DrSuperEvilGamepedia:
By the way ,the demo map you uploaded in 2010 went expired. Can you upload it again, maybe it will help me a lot.