I'm sorry, but this is a noticed bug. I have found out the name of the hidden dependencies is something like Team 12 (Mod) and may result from messing with game variant/ player properties. Your best bet is try to remove 1 of the 4 dependencies. If they can be removed, there's nothing referencing them and your map is still fine. I would suggest Liberty Story (Campaign) and Liberty (Mod) as they have no model
But they can't be removed, it's a very big line tower defense and I'm using pretty much all the models in them. With heavy data editing. I pretty much manually copied each unit so I could alter it for use. I'm not a monk :(
Doing anything to those dependencies will obliterate all my data changes though. And I only managed to get the map to not bug out when opening the data editor by using this specific dependency lineup :(
My document has 4 dependencies, but when I click publish it has 5... Does anyone have any clue to what is wrong?
My original response was sort of like: (If this also proves to be yet another unresolvable error, this would be the 16th time I'd have to try make my map from scratch, just to run into another bloody error. I think it's time to call quits. I don't understand how you other mappers managed to do this. The stupid map editor is throwing critical errors left and right at me, refusing publication, deleting all my data modifications, dependency bugs. I mean seriously. AAAAAAAAAAARRRGHHHHHHHHHHHHHHHHHHHHHHHHH - Today I would have finally finished my really cool LTD map and finally released it publicly. I had even made a slightly customized loading screen with the SC2Mapster logo on it. It felt ready to go into public testing at least.
I'm so utterly disappointed and devastated now :'( )
When you add dependencies to maps that created in beta version such as campaign and story campaign units from this mods exists. When you close map and open again, noone unit from this dependencies here. OMG. But if you create new map with all dependencies, all work fine. So, we can't use units from campaign :( . Or we must recreate map. I'm shocked, really I have to redo the whole map to use all dependencies.
When you add all dependencies, they will get lost later before you finish the map. I'm having thremendous problems with it, and can only advise against it.
I have a solution for bug 1, you need to place a unit from the campaign. If you don't want to place any real unit place the port junker critter. Then it will remember the dependency that unit was in.
This unfortunately did not work for me at all. I have firebats on the map, but the dependancies still will not load properly.
After opening the map, and trying to go to the data editor, all the campaign units vanish without a trace. The ones already on the map stick around, but no new ones can be found/edited/added or moved around.
(Any solutions to this mess would be appreciated, having to redo the map all over again without the melee unit balance, and just the campaign as storyline .... I think Blizzard wants SC2 to fail or something)
When creating the map I simply clicked modify or custom, and tagged all the options. It put them all in my dependancy list. But it seems to only load the melee one.
Could you check your dependancy list then to verify they're all in there also? (And that you can add units such as firebats/medics?)
Edit: Also that's a good point. Since I am *quite* certain I checked for the firebat's presence before wasting another day mapping.
Edit: Don't be fooled by the editor allowing you to add multiple dependencies. It only really uses the top one.
The editor is driving me &*^(^S^ crazy... I am finally working on the release version of my map, and got to the part where I need to clone the medic and firebat units for my purposes - they're no longer in the list somehow.
The dependencies are as followed (I simply included all, as opposed to the test version where I only included the liberty campaign).
Liberty (Mod)
Liberty Multi (Mod)
Liberty (Campaign)
Libery Story (Campaign)
In my world this would add the units to my map, right? What am I missing this time, sigh.
Edit: I moved the Liberty (Campaign) up, and now the firebat is available again.... Please please please PLEASE don't tell me there's no way to add them as the editor insinuated. I spent so much time preparing this map and activating a different dependency eradicates all my data changes.
I think I am going to cry, the editor lets you tag all of these dependancies, but you can't use them it seems?
<starts crying now> I &^&*^&( hate this horribly programed thing that is called Starcraft 2 :(
Just a way to sort for active maps, i.e., maps that are currently hosted. That way mappers can just host their own map, and people will still join and if it's any good it will gain popularity from there.
Make a separate upgrade that affects only this weapon. Add a trigger to the map that triggers when your specific unit does whatever you want it to do to keep track on when it should upgrade it, and have the trigger change the upgrade affecting the weapon.
This way you can add things like a weapon upgrading after it having been fired 10 times etc.
I use command card 1 for the ability. I'm just trying to get the icon to display before I start working on any events I want to tie to it. In order to get it to display I told it it was a submenu, which in my eyes means it will make the icon display no questions asked. (Since I already noticed that if the abilities tied to a button are wonky, it own't display either).
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But they can't be removed, it's a very big line tower defense and I'm using pretty much all the models in them. With heavy data editing. I pretty much manually copied each unit so I could alter it for use. I'm not a monk :(
It's crying time I think :(
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Doing anything to those dependencies will obliterate all my data changes though. And I only managed to get the map to not bug out when opening the data editor by using this specific dependency lineup :(
I run into this error here when I have a different dependency lineup. This has caused me headaches the previous weeks and prevented me from publishing the map.
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My document has 4 dependencies, but when I click publish it has 5... Does anyone have any clue to what is wrong?
My original response was sort of like: (If this also proves to be yet another unresolvable error, this would be the 16th time I'd have to try make my map from scratch, just to run into another bloody error. I think it's time to call quits. I don't understand how you other mappers managed to do this. The stupid map editor is throwing critical errors left and right at me, refusing publication, deleting all my data modifications, dependency bugs. I mean seriously. AAAAAAAAAAARRRGHHHHHHHHHHHHHHHHHHHHHHHHH - Today I would have finally finished my really cool LTD map and finally released it publicly. I had even made a slightly customized loading screen with the SC2Mapster logo on it. It felt ready to go into public testing at least.
I'm so utterly disappointed and devastated now :'( )
A&%^SASD%*ADS%ÂDS%ÂDS%*A%D*S%ÂDS*ADSA*DS^&
Not ^%&*^( again
^(%%&^ map editor, %% blizzard, &^%A%*SA starcraft 2
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When you add all dependencies, they will get lost later before you finish the map. I'm having thremendous problems with it, and can only advise against it.
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This unfortunately did not work for me at all. I have firebats on the map, but the dependancies still will not load properly.
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@Siaon: Go
This thing is definitely bugged. Moving the evidence for that to the thread here in the bug report forum.
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After opening the map, and trying to go to the data editor, all the campaign units vanish without a trace. The ones already on the map stick around, but no new ones can be found/edited/added or moved around.
(Any solutions to this mess would be appreciated, having to redo the map all over again without the melee unit balance, and just the campaign as storyline .... I think Blizzard wants SC2 to fail or something)
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@Airolden: Go
When creating the map I simply clicked modify or custom, and tagged all the options. It put them all in my dependancy list. But it seems to only load the melee one.
Could you check your dependancy list then to verify they're all in there also? (And that you can add units such as firebats/medics?)
Edit: Also that's a good point. Since I am *quite* certain I checked for the firebat's presence before wasting another day mapping.
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Edit: Don't be fooled by the editor allowing you to add multiple dependencies. It only really uses the top one.
The editor is driving me &*^(^S^ crazy... I am finally working on the release version of my map, and got to the part where I need to clone the medic and firebat units for my purposes - they're no longer in the list somehow.
The dependencies are as followed (I simply included all, as opposed to the test version where I only included the liberty campaign).
Liberty (Mod) Liberty Multi (Mod) Liberty (Campaign) Libery Story (Campaign)
In my world this would add the units to my map, right? What am I missing this time, sigh.
Edit: I moved the Liberty (Campaign) up, and now the firebat is available again.... Please please please PLEASE don't tell me there's no way to add them as the editor insinuated. I spent so much time preparing this map and activating a different dependency eradicates all my data changes.
I think I am going to cry, the editor lets you tag all of these dependancies, but you can't use them it seems?
<starts crying now> I &^&*^&( hate this horribly programed thing that is called Starcraft 2 :(
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Just a way to sort for active maps, i.e., maps that are currently hosted. That way mappers can just host their own map, and people will still join and if it's any good it will gain popularity from there.
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Having a trigger (the trigger that is triggered by clicking the upgrade) attempt to add a cooldown to it seems to also fail.
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@Etravex: Go
You could probably do this with a bypass.
Make a separate upgrade that affects only this weapon. Add a trigger to the map that triggers when your specific unit does whatever you want it to do to keep track on when it should upgrade it, and have the trigger change the upgrade affecting the weapon.
This way you can add things like a weapon upgrading after it having been fired 10 times etc.
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I want instant upgrades, with a cooldown (as opposed to as a long delay, and then getting the upgrade).
I've already tried tinkering with the cooldown amounts on the ability - this does nothing at all.
Changing 'Info - Time' does make you wait before it triggers the research completed event, but it doesn't do anything to the button either.
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I tried putting a button in Command Card #2, to no avail. Nothing still is showing.
Perhaps you have a suggestion on what I can put there [on the button itself] to ensure it will show?
I finally managed to show it greyed out by making it a passive: Raynor - Radar.
This sure is a pain, now to find some way to link it to a trigger or something, sigh.
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@kioSkSC2: Go
I use command card 1 for the ability. I'm just trying to get the icon to display before I start working on any events I want to tie to it. In order to get it to display I told it it was a submenu, which in my eyes means it will make the icon display no questions asked. (Since I already noticed that if the abilities tied to a button are wonky, it own't display either).