Hello. I'm new here. I recently finished the 3 Campaigns and was kind of disappointed that you can't play the missions again with all your campaign tech upgrades. So I want to make a cheat trigger that would enable all of the campaign tech plus all the regular tech after a map is finished loading.
What I've done so far is created a library, that waits for 2.0 seconds and then runs a few triggers to enable all the tech, Like so:
This seems to work quite well but I have a few snags. First of all, I don't have the option to build a science vessel. Instead, I can only build a raven.
I tried to remove 'Story -Set story research Research - P4-1 Raven purchased.' But this didn't help. Obviously I'm missing something.
Another problem I have is that I only get level one armor and firepower upgrades, even though I disabled tech tree restrictions. I tried to add manually 'Tech Tree => Allow/Disallow Upgrade for player' and choose the lvl2 and lvl3 upgrades. But this didn't have any effect. I also tried 'Add Upgrade Level For Player' but this just gives me the upgrade without researching it in the armory/engineering bay.
Can anyone help me figure out what I'm doing wrong?
PS. For some reason, I wasn't able to embed the images into the post, so I linked them instead.
For the Attack/Armor upgrades, did you try both kinds? In the campaign there are two kinds of lvl 1, lvl 2, lvl 3 upgrades. This is because there's an option to get Armor upgrades that also upgrade health, and attack upgrades that also increase attack speed. For instance right now I'm looking at terran weapons and there is Terran Infantry Weapons Lvl 1, and Terran Infantry Weapons Ultra-Capacitors Lvl 1.
For the Raven, you could try Allow/Disallow ability for player, and choose Starport - Build Raven ability.
For the Attack/Armor upgrades, did you try both kinds?
Thank you, this worked. I did what you suggested and added both the armor and attack upgrades manually and it seems to work: https://imgur.com/Wk6g1gd
But shouldn't the ' Tech Tree -Disable tech tree restrictions for player 1' allow everything?
EDIT: It seems some of the mission events are overriding this. I was testing on Toshe's mineral harvest mission, where the reapers are first introduced. (ttosh01) Everything seems to work fine at first, but when the trigger that introduced the reapers happens, all upgrades above lvl1 disappear from the Engineering bay.
For the Raven, you could try Allow/Disallow ability for player, and choose Starport - Build Raven ability.
Thank you, this definitely works.
I'd like to figure out what I did that allowed the Raven to be built in the first place. Btw, This problem also occurs with Ghost and Specters. Is there a way that I could build both Ravens and Science Vessels and Ghost and Specters with a trigger without changing the Data of the Barracks and Factory?
Also, what I'm doing is basically a mod. But when I tried to do a mod I didn't find a way to test it with the campaign maps. Is it possible to play campaign missions with mods?
Is there a way that I could build both Ravens and Science Vessels and Ghost and Specters with a trigger without changing the Data of the Barracks and Factory?
When it comes to units like Ravens and Science Vessels, Bliz put them in the same position on the command card. Since the Raven is on top, if both are available, then it defaults to Raven. So you'll have to move the science vessel or raven to an empty spot on the command card. If you're hesitant to change data because of inexperience, it's a pretty easy procedure. See picture.
Also, what I'm doing is basically a mod. But when I tried to do a mod I didn't find a way to test it with the campaign maps. Is it possible to play campaign missions with mods?
You would have to play offline using test document. Open a map you want to play, then go to File>Dependencies>Add Other. Then find your mod and add it.
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Hello. I'm new here. I recently finished the 3 Campaigns and was kind of disappointed that you can't play the missions again with all your campaign tech upgrades. So I want to make a cheat trigger that would enable all of the campaign tech plus all the regular tech after a map is finished loading.
What I've done so far is created a library, that waits for 2.0 seconds and then runs a few triggers to enable all the tech, Like so:
https://i.imgur.com/ctrWUmj.png
The triggers inside just add a bunch of campign tech, like so (Code in spoilers):
Enable_All_Hyperion_Lab_Research https://imgur.com/OURxSPg
//--------------------------------------------------------------------------------------------------
// Trigger: Enable_All_Hyperion_Lab_Research
//--------------------------------------------------------------------------------------------------
bool lib1_gt_Enable_All_Hyperion_Lab_Research_Func (bool testConds, bool runActions) {
// Automatic Variable Declarations
// Actions
if (!runActions) {
return true;
}
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP22MicroFiltering);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP21OrbitalDepots);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP12VanadiumPlating);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP11UltraCapacitors);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP31AutomatedRefinery);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP32CommandCenterReactor);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP42ScienceVessel);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP51TechReactor);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchP52OrbitalStrike);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ11ShrikeTurret);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ12FortifiedBunker);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ21PlanetaryFortress);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ22PerditionTurret);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ31Predator);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ32Hercules);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ41CellularReactors);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ42RegenerativeBioSteel);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ51HiveMindEmulator);
libCamp_gf_SetStoryResearchPurchased(libCamp_ge_StoryResearchID_ResearchZ52SigmaProjector);
return true;
}
Enable_Story_Units https://imgur.com/PyYJFpm
//--------------------------------------------------------------------------------------------------
// Trigger: Enable_Story_Units
//--------------------------------------------------------------------------------------------------
bool lib1_gt_Enable_Story_Units_Func (bool testConds, bool runActions) {
// Automatic Variable Declarations
// Actions
if (!runActions) {
return true;
}
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupBaseBunker, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupBaseCommandCenter, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupBaseMissileTurret, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupBaseSCV, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupDominionGhost, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupDominionSpectre, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupDominionThor, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupInfantryFirebat, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupInfantryMarauder, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupInfantryMarine, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupInfantryMedic, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupInfantryReaper, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupStarshipsBanshee, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupStarshipsBattlecruiser, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupStarshipsMedivac, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupStarshipsViking, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupStarshipsWrath, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupVehiclesDiamondback, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupVehiclesGoliath, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupVehiclesHellion, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupVehiclesSiegeTank, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupVehiclesVulture, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupxxxReactor, 1);
libCamp_gf_EnableCampaignTechUnit(true, libCamp_ge_StoryTechGroup_StoryTechGroupxxxSensorTower, 1);
return true;
}
Enable_All_Hyperion_Unit_Upgrades https://imgur.com/Nrg43c6
//--------------------------------------------------------------------------------------------------
// Trigger: Enable_All_Hyperion_Unit_Upgrades
//--------------------------------------------------------------------------------------------------
bool lib1_gt_Enable_All_Hyperion_Unit_Upgrades_Func (bool testConds, bool runActions) {
// Automatic Variable Declarations
// Actions
if (!runActions) {
return true;
}
TechTreeUpgradeAddLevel(1, "Razorwire", 1);
TechTreeUpgradeAddLevel(1, "CommandCenterReactor", 1);
TechTreeUpgradeAddLevel(1, "CellularReactors", 1);
TechTreeUpgradeAddLevel(1, "WhiteNapalm", 1);
TechTreeUpgradeAddLevel(1, "ViralMunitions", 1);
TechTreeUpgradeAddLevel(1, "KineticFields", 1);
TechTreeUpgradeAddLevel(1, "RegenerativeBioSteel", 1);
TechTreeUpgradeAddLevel(1, "MicroFiltering", 1);
TechTreeUpgradeAddLevel(1, "AutoHarvester", 1);
TechTreeUpgradeAddLevel(1, "EMPTower", 1);
TechTreeUpgradeAddLevel(1, "HiveMindEmulator", 1);
TechTreeUpgradeAddLevel(1, "Predator", 1);
TechTreeUpgradeAddLevel(1, "PsiDisruptor", 1);
TechTreeUpgradeAddLevel(1, "ScienceVessel", 1);
TechTreeUpgradeAddLevel(1, "SupplyDepotDrop", 1);
TechTreeUpgradeAddLevel(1, "EnergyStorage", 1);
TechTreeUpgradeAddLevel(1, "FortifiedBunkerCarapace", 1);
TechTreeUpgradeAddLevel(1, "OrbitalStrike", 1);
TechTreeUpgradeAddLevel(1, "ScienceVesselEnergyManipulation", 1);
TechTreeUpgradeAddLevel(1, "ScienceVesselPlasmaWeaponry", 1);
TechTreeUpgradeAddLevel(1, "TechReactor", 1);
TechTreeUpgradeAddLevel(1, "UltraCapacitors", 1);
TechTreeUpgradeAddLevel(1, "VanadiumPlating", 1);
TechTreeUpgradeAddLevel(1, "BansheeCloakedDamage", 1);
TechTreeUpgradeAddLevel(1, "CrossSpectrumDampeners", 1);
TechTreeUpgradeAddLevel(1, "DistortionBlasters", 1);
TechTreeUpgradeAddLevel(1, "DistortionThrusters", 1);
TechTreeUpgradeAddLevel(1, "ClusterWarheads", 1);
TechTreeUpgradeAddLevel(1, "DefensiveMatrix", 1);
TechTreeUpgradeAddLevel(1, "HurricaneMissiles", 1);
TechTreeUpgradeAddLevel(1, "YamatoCannon", 1);
TechTreeUpgradeAddLevel(1, "NeoSteelAndShrikeTurretIconUpgrade", 1);
TechTreeUpgradeAddLevel(1, "NeoSteelFrame", 1);
TechTreeUpgradeAddLevel(1, "ProjectileAccelerators", 1);
TechTreeUpgradeAddLevel(1, "ShrikeTurret", 1);
TechTreeUpgradeAddLevel(1, "FireSuppressionSystems", 1);
TechTreeUpgradeAddLevel(1, "ModularConstruction", 1);
TechTreeUpgradeAddLevel(1, "MULE", 1);
TechTreeUpgradeAddLevel(1, "OrbitalRelay", 1);
TechTreeUpgradeAddLevel(1, "BurstCapacitors", 1);
TechTreeUpgradeAddLevel(1, "Hyperfluxor", 1);
TechTreeUpgradeAddLevel(1, "ShapedHull", 1);
TechTreeUpgradeAddLevel(1, "TriLithiumPowerCells", 1);
TechTreeUpgradeAddLevel(1, "TungstenSpikes", 1);
TechTreeUpgradeAddLevel(1, "BearclawNozzles", 1);
TechTreeUpgradeAddLevel(1, "FirebatJuggernautPlating", 1);
TechTreeUpgradeAddLevel(1, "FullBoreCanisterAmmo", 1);
TechTreeUpgradeAddLevel(1, "OcularImplants", 1);
TechTreeUpgradeAddLevel(1, "PermanentCloakGhost", 1);
TechTreeUpgradeAddLevel(1, "AresClassWeaponsSystem", 1);
TechTreeUpgradeAddLevel(1, "MultilockTargetingSystems", 1);
TechTreeUpgradeAddLevel(1, "InfernalPreIgniters", 1);
TechTreeUpgradeAddLevel(1, "NapalmFuelTanks", 1);
TechTreeUpgradeAddLevel(1, "HellionCampaignInfernalPreIgniter", 1);
TechTreeUpgradeAddLevel(1, "TurboChargedEngines", 1);
TechTreeUpgradeAddLevel(1, "TwinLinkedFlameThrowers", 1);
TechTreeUpgradeAddLevel(1, "ViralPlasma", 1);
TechTreeUpgradeAddLevel(1, "RapidDeployment", 1);
TechTreeUpgradeAddLevel(1, "SurvivalPods", 1);
TechTreeUpgradeAddLevel(1, "JackhammerConcussionGrenades", 1);
TechTreeUpgradeAddLevel(1, "JuggernautPlating", 1);
TechTreeUpgradeAddLevel(1, "MarauderLifeBoost", 1);
TechTreeUpgradeAddLevel(1, "CombatShield", 1);
TechTreeUpgradeAddLevel(1, "MarineStimpack", 1);
TechTreeUpgradeAddLevel(1, "AdvancedMedicTraining", 1);
TechTreeUpgradeAddLevel(1, "NanobotInjectors", 1);
TechTreeUpgradeAddLevel(1, "StabilizerMedPacks", 1);
TechTreeUpgradeAddLevel(1, "AdvancedHealingAI", 1);
TechTreeUpgradeAddLevel(1, "AuxiliaryMedBots", 1);
TechTreeUpgradeAddLevel(1, "ExpandedHull", 1);
TechTreeUpgradeAddLevel(1, "MedivacRapidDeployment", 1);
TechTreeUpgradeAddLevel(1, "DevastatorMissiles", 1);
TechTreeUpgradeAddLevel(1, "HailstormMissilePods", 1);
TechTreeUpgradeAddLevel(1, "ReinforcedSuperstructure", 1);
TechTreeUpgradeAddLevel(1, "ParticleCannonAir", 1);
TechTreeUpgradeAddLevel(1, "DistortionSensors", 1);
TechTreeUpgradeAddLevel(1, "ReaperD8Charge", 1);
TechTreeUpgradeAddLevel(1, "ClusterBomb", 1);
TechTreeUpgradeAddLevel(1, "ReaperStimpack", 1);
TechTreeUpgradeAddLevel(1, "ReaperU238Rounds", 1);
TechTreeUpgradeAddLevel(1, "AdvancedConstruction", 1);
TechTreeUpgradeAddLevel(1, "DualFusionWelders", 1);
TechTreeUpgradeAddLevel(1, "MicrofusionReactors", 1);
TechTreeUpgradeAddLevel(1, "MaelstromRounds", 1);
TechTreeUpgradeAddLevel(1, "SiegeTankShapedBlast", 1);
TechTreeUpgradeAddLevel(1, "ImpalerRounds", 1);
TechTreeUpgradeAddLevel(1, "PermanentCloakSpectre", 1);
TechTreeUpgradeAddLevel(1, "UltrasonicPulse", 1);
TechTreeUpgradeAddLevel(1, "330mmBarrageCannons", 1);
TechTreeUpgradeAddLevel(1, "MechanicalRebirth", 1);
TechTreeUpgradeAddLevel(1, "CampaignJotunBoosters", 1);
TechTreeUpgradeAddLevel(1, "AresClassWeaponsSystemViking", 1);
TechTreeUpgradeAddLevel(1, "HALORockets", 1);
TechTreeUpgradeAddLevel(1, "VultureAutoRepair", 1);
TechTreeUpgradeAddLevel(1, "CerberusMines", 1);
TechTreeUpgradeAddLevel(1, "ExtraMines", 1);
TechTreeUpgradeAddLevel(1, "NanoConstructor", 1);
TechTreeUpgradeAddLevel(1, "ScavengingSystems", 1);
TechTreeUpgradeAddLevel(1, "CloakDistortionField", 1);
TechTreeUpgradeAddLevel(1, "DynamicPowerRouting", 1);
TechTreeUpgradeAddLevel(1, "DynamicPowerRouting", 1);
return true;
}
This seems to work quite well but I have a few snags. First of all, I don't have the option to build a science vessel. Instead, I can only build a raven.
I tried to remove 'Story -Set story research Research - P4-1 Raven purchased.' But this didn't help. Obviously I'm missing something.
Another problem I have is that I only get level one armor and firepower upgrades, even though I disabled tech tree restrictions. I tried to add manually 'Tech Tree => Allow/Disallow Upgrade for player' and choose the lvl2 and lvl3 upgrades. But this didn't have any effect. I also tried 'Add Upgrade Level For Player' but this just gives me the upgrade without researching it in the armory/engineering bay.
Can anyone help me figure out what I'm doing wrong?
PS. For some reason, I wasn't able to embed the images into the post, so I linked them instead.
For the Attack/Armor upgrades, did you try both kinds? In the campaign there are two kinds of lvl 1, lvl 2, lvl 3 upgrades. This is because there's an option to get Armor upgrades that also upgrade health, and attack upgrades that also increase attack speed. For instance right now I'm looking at terran weapons and there is Terran Infantry Weapons Lvl 1, and Terran Infantry Weapons Ultra-Capacitors Lvl 1.
For the Raven, you could try Allow/Disallow ability for player, and choose Starport - Build Raven ability.
Thank you, this worked. I did what you suggested and added both the armor and attack upgrades manually and it seems to work: https://imgur.com/Wk6g1gd
But shouldn't the ' Tech Tree -Disable tech tree restrictions for player 1' allow everything?
EDIT: It seems some of the mission events are overriding this. I was testing on Toshe's mineral harvest mission, where the reapers are first introduced. (ttosh01) Everything seems to work fine at first, but when the trigger that introduced the reapers happens, all upgrades above lvl1 disappear from the Engineering bay.
Thank you, this definitely works.
I'd like to figure out what I did that allowed the Raven to be built in the first place. Btw, This problem also occurs with Ghost and Specters. Is there a way that I could build both Ravens and Science Vessels and Ghost and Specters with a trigger without changing the Data of the Barracks and Factory?
Also, what I'm doing is basically a mod. But when I tried to do a mod I didn't find a way to test it with the campaign maps. Is it possible to play campaign missions with mods?
When it comes to units like Ravens and Science Vessels, Bliz put them in the same position on the command card. Since the Raven is on top, if both are available, then it defaults to Raven. So you'll have to move the science vessel or raven to an empty spot on the command card. If you're hesitant to change data because of inexperience, it's a pretty easy procedure. See picture.
You would have to play offline using test document. Open a map you want to play, then go to File>Dependencies>Add Other. Then find your mod and add it.