Staredit Network > Forums > SC2 Assistance > Topic: Enabling medics and firebats, and other units
Enabling medics and firebats, and other units
Aug 20 2010, 11:01 pm
By: Paratrooper508  

Aug 20 2010, 11:01 pm Paratrooper508 Post #1



How can I edit what units a building can train? Staredit 1 and even WarEdit had reasonably intuitive process. This is ridiculous :( I've gone to data and put medics and firebats on the button list for a barracks, but where it says Ability Command, there's no option to enable anything but default melee terran units.

How do I do this? Also, will I have to manually retinker every barracks in every map in a series this way, or is there a way to just edit buildings for a campaign? what about disabling units of the same race so that faction 1 has ghosts or something, but faction 2 doesn't?



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Aug 20 2010, 11:03 pm FlareForce Post #2



O, did you add the ability to the ability list above it? It won't let you select an ability for the button til you do.



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Aug 20 2010, 11:20 pm Paratrooper508 Post #3



I've got it set to Barracks - Train



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Aug 21 2010, 12:18 am Temp Post #4



Did you add the campaign dependencies. If you didn't you may need to start your map over (depends on what you have done). File->Dependencies and add the campaign ones in.



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Aug 21 2010, 12:53 am Paratrooper508 Post #5



odd I thought it would include that when I told it to include Campaign dependencies, well I added story etc so I'll give it a shot in a bit



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Aug 21 2010, 1:48 am Alzarath Post #6

Praetor

You only have to add 1 of the campaign dependencies. It'll probably reduce loading times if you do. Also, make sure the campaign dependency is at the top.



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Aug 21 2010, 2:29 am payne Post #7

:payne:

Quote from name:Artanis186
You only have to add 1 of the campaign dependencies. It'll probably reduce loading times if you do. Also, make sure the campaign dependency is at the top.
Both campaign dependencies are the same? Oh shi-! :hurr:



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