I'm fairly new to the SC2 editor, and I'm a little overwhelmed, I'm used to the SC1 editors. I have been going over various tutorials to great success, but I have hit a snag. I am building a map with various heroes, and I am building their abilities right now. I have several I'm a little uncertain on, but my current issues lies in making certain abilities upgrade-able, like the zealot's charge. My goal is to have 3 tiers to charge, each adding a longer range and faster movement, less cooldown, etc. Normally I would just add multiple effects, but unfortunately, abilities like charge and blink, do not have the effects+ ability and can only have 1 tier. How would I go about making multiple levels of this? Either by recreating them as a different type, or by somehow making a dummy ability?
I already have them in a learn ability. The problem is that most abilities, like effect - instant and effect - target, have an effects+ field, which let's you define multiple effects, that the learn ability uses for levels. Augment abilities only have an effect field (no +) so I cannot dfine more than 1 effect, preventing me from adding levels to that ability, I need a way around that.
I did this a long time ago with a workaround. There might be an easier way now, but this old way still works. Basically, you create a different Augment ability for each level, and add each one to the Learn ability. On the command card, you will need a button for every level of the ability, stacked one on top of the other, for example with level 3 being the highest and lvl 1 being the lowest. That way level 3 shows on top of level 1 if it is available. Likewise, on the learn command card, you put a separate button for learning each level of the ability. Using Requirements set on each Learn command in the Learn ability, you set it so that learn level 2 only appears if level 1 has been learned and level 2 has not been learned, e.g.:
The problem is that if the ability is autocast, its autocast state is lost every time you learn a new level. There should be a workaround with triggers or something, but I havent had time to look into it.
I tried that and couldn't get it to work (because I put the higher level buttons underneath the lower level ones, so I just need to fix that). The issue I did have though, is that since both are learned (and set to autocast by default) they both trigger seperately...which is a problem, so how would I disable the lower level one? use a requirement under the use ability to only work if a higher level doesn't exist?
Yup. Look under my data assets at my attack defend swap or my choosable attributes demo maps. That should solve your issue since the augment ability cannot level. The problem is this limits you to the number of levels since units can only have 32 abilities.
I appreciate the help, and your demos will probably be useful, but I'm not quite sure how they work, or help me. Without a guide or tutorial I don't really understand how to use what is in those maps.
The choosable attribute system uses levelable dummy abilities that the requirements use to allow other stuff to work. The attack defend swap uses a dated method of using requirements to level up the passive skills (buffs) while disabling and hiding lower/higher levels than needed.
Well, I got it working (using the dated method I assume) where requirements turn them on or off. That works, except the number (level) of the ability on the skills command card remains as 1 despite all the levels. I've been looking through the choosable attributes and I don't see how I can apply that to my situation (the augment ability). In addition, I've been trying to recruit the ability as an effect - target using a set effect to apply the buff and issue an attack command but I can't quite get that to work. Could you maybe explain a little more on how to implement the dummy system? What I THINK I need to do, is use a dummy ability that levels up, but really applies the charge ability depending on the level of the dummy. I don't know how to make that happen though.
The learn learns a dummy ability that is of the effect - instant/effect - target/behavior types that is not shown in the command card whose level the requirements use to activate your augments.
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Hi all,
I'm fairly new to the SC2 editor, and I'm a little overwhelmed, I'm used to the SC1 editors. I have been going over various tutorials to great success, but I have hit a snag. I am building a map with various heroes, and I am building their abilities right now. I have several I'm a little uncertain on, but my current issues lies in making certain abilities upgrade-able, like the zealot's charge. My goal is to have 3 tiers to charge, each adding a longer range and faster movement, less cooldown, etc. Normally I would just add multiple effects, but unfortunately, abilities like charge and blink, do not have the effects+ ability and can only have 1 tier. How would I go about making multiple levels of this? Either by recreating them as a different type, or by somehow making a dummy ability?
Thanks, sharf.
You could run the abilities through a Learn ability which permits the levelling of abilities.
I already have them in a learn ability. The problem is that most abilities, like effect - instant and effect - target, have an effects+ field, which let's you define multiple effects, that the learn ability uses for levels. Augment abilities only have an effect field (no +) so I cannot dfine more than 1 effect, preventing me from adding levels to that ability, I need a way around that.
I did this a long time ago with a workaround. There might be an easier way now, but this old way still works. Basically, you create a different Augment ability for each level, and add each one to the Learn ability. On the command card, you will need a button for every level of the ability, stacked one on top of the other, for example with level 3 being the highest and lvl 1 being the lowest. That way level 3 shows on top of level 1 if it is available. Likewise, on the learn command card, you put a separate button for learning each level of the ability. Using Requirements set on each Learn command in the Learn ability, you set it so that learn level 2 only appears if level 1 has been learned and level 2 has not been learned, e.g.:
CountAbil(LEVELONE,CompleteOnly) && !CountAbil(LEVELTWO,CompleteOnly)
And so on.
The problem is that if the ability is autocast, its autocast state is lost every time you learn a new level. There should be a workaround with triggers or something, but I havent had time to look into it.
I tried that and couldn't get it to work (because I put the higher level buttons underneath the lower level ones, so I just need to fix that). The issue I did have though, is that since both are learned (and set to autocast by default) they both trigger seperately...which is a problem, so how would I disable the lower level one? use a requirement under the use ability to only work if a higher level doesn't exist?
Yup. Look under my data assets at my attack defend swap or my choosable attributes demo maps. That should solve your issue since the augment ability cannot level. The problem is this limits you to the number of levels since units can only have 32 abilities.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I appreciate the help, and your demos will probably be useful, but I'm not quite sure how they work, or help me. Without a guide or tutorial I don't really understand how to use what is in those maps.
The choosable attribute system uses levelable dummy abilities that the requirements use to allow other stuff to work. The attack defend swap uses a dated method of using requirements to level up the passive skills (buffs) while disabling and hiding lower/higher levels than needed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Well, I got it working (using the dated method I assume) where requirements turn them on or off. That works, except the number (level) of the ability on the skills command card remains as 1 despite all the levels. I've been looking through the choosable attributes and I don't see how I can apply that to my situation (the augment ability). In addition, I've been trying to recruit the ability as an effect - target using a set effect to apply the buff and issue an attack command but I can't quite get that to work. Could you maybe explain a little more on how to implement the dummy system? What I THINK I need to do, is use a dummy ability that levels up, but really applies the charge ability depending on the level of the dummy. I don't know how to make that happen though.
Thanks, sharf.
The learn learns a dummy ability that is of the effect - instant/effect - target/behavior types that is not shown in the command card whose level the requirements use to activate your augments.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Alright I think I have it...I'll give it a shot and get back to you.
Thanks, sharf
That did it! I finally understand what you were getting at now.
Thanks, sharf.