I know that under Behavior: Modifications +, there's a field for "enables ability," but this won't overwrite an ability that was hidden at map initialization via trigger. I need a new way to hide the ability or a new way to enable it, but for some reason trigger won't communicate with data at this intersection. Thanks for any help.
The enable of buffs only can enable stuff that has been previously disabled by other behaviours. An example of this is the Buildable ability with protoss buildings due to the Disable Abilities flag on the Power User type behaviour.
Use a Requirement that hides it until your trigger adds an upgrade/buff to the unit.
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I'm not sure how to hide something via requirement, only how to enable it. I don't how to change the green folders from "use" and "show" to something like "disable" and "hide."
I think constant goes to 1 (to count the 1 behavior? Or maybe to 0? to fire only when the unit DOESN'T have the behavior?) and state is set to "completed at unit" but what about the type? Thanks Dr.
@Bilxor: Go Requirements have 2 fields, one to enable/disable and one to show/hide. Include in the show area a 'count behavior (your buff)'. You dont need to add a constant.
@Bilxor: Go Insert it in your ability's requirement field. If eveything is right it should hide the ability's button unless the unit has the right buff.
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I know that under Behavior: Modifications +, there's a field for "enables ability," but this won't overwrite an ability that was hidden at map initialization via trigger. I need a new way to hide the ability or a new way to enable it, but for some reason trigger won't communicate with data at this intersection. Thanks for any help.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
The enable of buffs only can enable stuff that has been previously disabled by other behaviours. An example of this is the Buildable ability with protoss buildings due to the Disable Abilities flag on the Power User type behaviour.
Use a Requirement that hides it until your trigger adds an upgrade/buff to the unit.
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
@DrSuperEvil: Go
I'm not sure how to hide something via requirement, only how to enable it. I don't how to change the green folders from "use" and "show" to something like "disable" and "hide."
I think constant goes to 1 (to count the 1 behavior? Or maybe to 0? to fire only when the unit DOESN'T have the behavior?) and state is set to "completed at unit" but what about the type? Thanks Dr.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go Requirements have 2 fields, one to enable/disable and one to show/hide. Include in the show area a 'count behavior (your buff)'. You dont need to add a constant.
@SoulFilcher: Go
Thanks. Now where do I insert this requirement in order for it to take effect?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go Insert it in your ability's requirement field. If eveything is right it should hide the ability's button unless the unit has the right buff.