Hello, I'm relatively new to SC2 mapmaking and I've learned a lot about triggers, but am a bit green when it comes to the data manager/actors/dependencies.
When I first created my map, I selected "melee," which gave me all the standard melee units/structures/abilities, etc.
I wanted to script in Terran/Zerg drop-pods and use some of the pre-built units such as the Super Warp Gate found in the campaign missions - rather than re-inventing the wheel by hand-coding them myself. When I copy/pasted the individual units/structures/abilities from the original campaign missions I found them, they showed up broken in my custom map. So, I added all the standard dependencies where these could be found (Campaign, Campaign Story), which seemed to do the trick, allowing me to use these resources. I'm sure if I was more savvy with actors and such I could have fixed this manually, but adding dependencies seemed to be the only method which would work for me. The editor even mentions to me when I copy/paste things from other maps that these things will be broken until I fix them -- but it doesn't detail "what" is broken, or how to fix it... so I've been left only with dependencies as my savior.
However, as a result, all my units and structures seem to be irrevocably Campaign-hijacked. (ie. Stargates can produce Scouts, Nexus has no Energy, Starports can produce Wraiths, Stimpacks are broken since they're required to have Campaign Research) I cannot remove the dependencies, since they are inextricably attached due to my use of the bits and pieces I brought them in for - the drop pods and Super Warp Gates. I'm not sure if "re-ordering" the dependencies within the dependencies list does anything... it seems to re-calculate things when I do it, but if its result is anything which bears relevance to this topic, I can't tell. I have been hesitant to ruin my triggers and delete the structures to simply try this, so I thought I'd ask some more competant editor-folk:
1) Should I have not used dependencies at all for this, and left everything melee-only, making all new stuff contained within my own file by copying and pasting things, and then tweaking/editing the results to make them work again? (This is so I'll know best-practices going forward.)
2) Will killing all instances of resources used from the added dependencies, and then deleting those dependencies from my map via the data manager, revert my structures to standard multiplayer? Or, is my map botched and in need of a complete do-over from the ground up?
Thanks in advance for any assistance/explanation with these topics. I'd be happy to provide any more specific information if required.
-Rivante
When I first created my map, I selected "melee," which gave me all the standard melee units/structures/abilities, etc.
I wanted to script in Terran/Zerg drop-pods and use some of the pre-built units such as the Super Warp Gate found in the campaign missions - rather than re-inventing the wheel by hand-coding them myself. When I copy/pasted the individual units/structures/abilities from the original campaign missions I found them, they showed up broken in my custom map. So, I added all the standard dependencies where these could be found (Campaign, Campaign Story), which seemed to do the trick, allowing me to use these resources. I'm sure if I was more savvy with actors and such I could have fixed this manually, but adding dependencies seemed to be the only method which would work for me. The editor even mentions to me when I copy/paste things from other maps that these things will be broken until I fix them -- but it doesn't detail "what" is broken, or how to fix it... so I've been left only with dependencies as my savior.
However, as a result, all my units and structures seem to be irrevocably Campaign-hijacked. (ie. Stargates can produce Scouts, Nexus has no Energy, Starports can produce Wraiths, Stimpacks are broken since they're required to have Campaign Research) I cannot remove the dependencies, since they are inextricably attached due to my use of the bits and pieces I brought them in for - the drop pods and Super Warp Gates. I'm not sure if "re-ordering" the dependencies within the dependencies list does anything... it seems to re-calculate things when I do it, but if its result is anything which bears relevance to this topic, I can't tell. I have been hesitant to ruin my triggers and delete the structures to simply try this, so I thought I'd ask some more competant editor-folk:
1) Should I have not used dependencies at all for this, and left everything melee-only, making all new stuff contained within my own file by copying and pasting things, and then tweaking/editing the results to make them work again? (This is so I'll know best-practices going forward.)
2) Will killing all instances of resources used from the added dependencies, and then deleting those dependencies from my map via the data manager, revert my structures to standard multiplayer? Or, is my map botched and in need of a complete do-over from the ground up?
Thanks in advance for any assistance/explanation with these topics. I'd be happy to provide any more specific information if required.
-Rivante