I made a Warcraft 3 style hero leveling system for an ability with 5 levels. It works perfectly, down to the ability being selectable only every 1, 3, 5, 7 levels. Only problem is, my 5 level ability button disappears in the "Learn Ability" after level 3. Any reasons as to why?
Here is some visual aid since I suck at describing (and naming) things:
Starting Screen, please make note of the WC3-like add level button
This is what it is like to pick an ability at level 1, very Warcraft 3 style. I chose the WC3 style since stacking an ability every level is OP.
There is me at level 4 unable to choose my spell until I am level 5 due to the WC3 style system I made. On a side note, I would like to make the requirements text disappear from the game.
And here is the problem. After the ability is learned at level 3, the button disappears. I know 5 levels exist and I did add the 5 effects to the ability. Here is the guide I used to make the hero leveling system: http://www.hiveworkshop.com/forums/data-editor-656/create-hero-attributes-167754/ The ability thing is near the end. Pardon the outside link but it might be helpful to fully understand what I did.
For the curious, the map is called Empires of Smoky Skies, a project I have been working on. The wraiths are currently a place model for a different ship, similar to a blimp. On a slightly off-topic question, I can't seem to get the fifteen second cool-down for my ability to work, no matter what.
For an HD version of the image, right click on an image and select to view it in a new tab!
EDIT: I was able to find the solution. The problem was the requirements. Note the 5 in the screenshot. Before it was a 3. That's how many levels the ability has to be before it disappears.
Above is a fully working WC3 style requirements system for leveling heroes. The 5 is the number of levels my hero ability is (maxed out). If your ability has 3 levels, make that number a 3. If it is 7 levels, make it 7.
The show is not over yet! I do have some questions
1. I have tried and failed making a cool-down for my ability. Frustrated, after a while I put 15 into anything that said "cooldown" for the ability and still no good.
2. What is the best way to make the ability play a rocket launch animation or an attack animation of some sort like a Yamato strike at the target
3. The items in my inventory are weapons. How do I make it so they all show in the hero info area with the damage and level and kills? Or if possible, make it so that none of them show?
4. What would be a good way of making these item weapons stack, meaning I can have more than one of a weapon type like two gatling guns? One of each works but when I have two or more, only one will work.
5. How do I make the requirements text go away when requirements aren't met?
Thanks for reading this.
Empires of Smoky Skies a MOBA style Air and Naval combat game
Ultimate Spacemen Based off of my WC3 Mod called Ultimate Footmen
Your button only shows if the ability is less than 5. Alter the Show part of your requirement.
Add the cooldown to the missile launch ability and not the learn ability.
Use a Model type actor created when the ability channeling starts.
3 needs a better description.
You need to do it like the bunker range upgrade where if that stack size is 2 it applies a second buff with a duped weapon with the same properties.
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Considered easy altering of the unit textures?
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Thanks. I addressed the #3 issue in a separate post after I realized the complexity of it. I did add the cool-down to the missile launch ability (now called Fire Main Guns, I am awful at naming things) not the Learn ability (the Learn ability is separate from all my abilities). However, I will take a second look at it and see if I missed something simple.
Regarding the weapon buff (bunker range) could you please go into a little more detail on that?
The bunker range increase buff in the campaign has an upgrade. The bunker range increase buff applies a second buff as an initial effect if the validation for the upgrades passes.
Using the Refresh Stack flag on the buff you can get it to use the initial effect again on adding a second stack. Get the initial effect to require a stack size of 2 using a Unit Compare Behavior Count validator before adding a buff that has a dupe of the weapon. The second buff is then removed if the first buff stack drops below 2.
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