I want to make a Hire hero requerement like in warcraft 3. It means that you have 4 hero. You can chose the first hero instantly, but the second can be hired after you upgraded your main building, then you after upgraded again your main building you can chose the last one. How could i manage to do it?
This is my idea but maybe there is a better one:
So my idea is that i do three ability summon hero tier 1 2 and 3
the first ability can be used instantly then the buttons hided and disabled
the second can be used after the first one used and you upgraded your main building, and after used again hided and disabled
Best bet is to HIDE the button of any hero you already have, and just disabling the other buttons if you don't meet the building requirements.
Here it is.
Hero 1 Requirements (USE)
Or
And (Tootip: No Heroes)
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 0
Or (Tooltip: 1 Hero + Building 2)
And
Or
And
Equals
CountUnit Hero2 Queued or Better
Constant 1
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 0
And
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 1
Equals
CountUnit Hero4 Queued or Better
Constant 0
And
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 1
Equals
CountUnit Building2 In Progress or Better
Constant 1
Or (Tooltip: 2 Heroes + Building 3)
And
Or
And
Equals
CountUnit Hero2 Queued or Better
Constant 1
Equals
CountUnit Hero3 Queued or Better
Constant 1
Equals
CountUnit Hero4 Queued or Better
Constant 0
And
Equals
CountUnit Hero2 Queued or Better
Constant 1
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 1
And
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 1
Equals
CountUnit Hero4 Queued or Better
Constant 1
Equals
CountUnit Building3 In Progress or Better
Constant 1
Hero 1 Requirements (SHOW)
Equals
CountUnit Hero1 Queued or Better
Constant 0
... so I write this all down and it looks much more complicated than it does in the editor... don't feel like deleting all my formatting!
Uh, I'll just attach the map I tested this on.
Build your Heroes from the Evolution Chamber(Aberration, Brutalisk, Kerrigan, Leviathan). Build 1 hero, cannot build anymore. Upgrade to Lair, build 1 more hero, cannot build anymore. Upgrade to Hive, build 1 more hero, cannot build anymore.
That's the basics. If you burrow Kerrigan/Aberration, you can train another Kerrigan/Aberration. You would have to take that into account on your map with the requirements if you have any heroes that morphs into another unit(Burrow is a morph). Just send me a PM if you require a fix for that kind of thing.
Also, the reason you want to put stuff down in the tooltip box is because if you don't, your tooltip ends up taller than the screen is, it gets cut off, and you can't really make heads or tails of the requirement.(Trust me, it looks horrible)
Here is the EXPRESS Requirements Node for USE field.
Copy/Paste the above code(One giant line basically) into the Express Use box in the requirements. Get to that by clicking on the circle/button when in the requirement, it will change to Express Mode. Then just change the units/building around to suit your needs(after clicking on Tree mode button, of course).
Here is the EXPRESS Requirements Node for the SHOW field.
Hi!
I want to make a Hire hero requerement like in warcraft 3. It means that you have 4 hero. You can chose the first hero instantly, but the second can be hired after you upgraded your main building, then you after upgraded again your main building you can chose the last one. How could i manage to do it? This is my idea but maybe there is a better one:
So my idea is that i do three ability summon hero tier 1 2 and 3
the first ability can be used instantly then the buttons hided and disabled
the second can be used after the first one used and you upgraded your main building, and after used again hided and disabled
then the third one appear
Anybody know an easier solution?
thank you
No problem. Completely doable from Data only.
Best bet is to HIDE the button of any hero you already have, and just disabling the other buttons if you don't meet the building requirements.
Here it is.
Hero 1 Requirements (USE)
Hero 1 Requirements (SHOW)
... so I write this all down and it looks much more complicated than it does in the editor... don't feel like deleting all my formatting!
Uh, I'll just attach the map I tested this on.
Build your Heroes from the Evolution Chamber(Aberration, Brutalisk, Kerrigan, Leviathan). Build 1 hero, cannot build anymore. Upgrade to Lair, build 1 more hero, cannot build anymore. Upgrade to Hive, build 1 more hero, cannot build anymore.
That's the basics. If you burrow Kerrigan/Aberration, you can train another Kerrigan/Aberration. You would have to take that into account on your map with the requirements if you have any heroes that morphs into another unit(Burrow is a morph). Just send me a PM if you require a fix for that kind of thing.
Also, the reason you want to put stuff down in the tooltip box is because if you don't, your tooltip ends up taller than the screen is, it gets cut off, and you can't really make heads or tails of the requirement.(Trust me, it looks horrible)
(CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && {No Heroes}CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && {No Heroes}CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || ((((CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 1)) && CountUnit(Lair,InProgressOrBetter)[TechTreeCheat] == 1) || {1 Hero + Lair}()) || ((((CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 1) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 1)) && CountUnit(Hive,InProgressOrBetter)[TechTreeCheat] == 1) || {2 Heroes + Hive}())
Copy/Paste the above code(One giant line basically) into the Express Use box in the requirements. Get to that by clicking on the circle/button when in the requirement, it will change to Express Mode. Then just change the units/building around to suit your needs(after clicking on Tree mode button, of course).
CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0
... I like toying around with requirements. ALOT.
@BorgDragon: Go
Whoa Thank you very much its super and working perfectly!