I would like to give a unit an ability which does different things (same cost) based on the race of the player using the ability. Either having the ability change based on race, or just having three difference abilities which change on the command card base on the player race would both be acceptable...but I cannot figure out how to achieve either one.
If everything fails, check the race per trigger and switch ability effects, either by using triggers directly or by setting anything to use validators/requirements. Maybe there are even requirements or validators, which can check the player race, I don't know that.
Hey thanks guys, I appreciate the fast responses! My knowledge of requirements and validators is pretty weak right now, but one thing I did just try was setting up one requirement for each of the races. The requirement was that they have at least one pygalisk, zealot prisoner, or Rory Swan completed (for both use, and show) and applied that requirement to the commands on the unit with the abilities. While the requirements showed up on the ability as requiring those units, it still allowed me to use the abilities. Any thoughts on why that isn't working?
So for the validators solution, I would put those on the effects for each of the abilities? So say, have the ability run a set effect, and in that set have 3 different effects, one for each of the races...but put the race validator on the appropriate effect within the set?
There are validators for the races. (Is Zerg, Is Terran, Is protoss)
Didn't those validators check the unit's race and not the player's?
Quote:
So for the validators solution, I would put those on the effects for each of the abilities? So say, have the ability run a set effect, and in that set have 3 different effects, one for each of the races...but put the race validator on the appropriate effect within the set?
Yes, basically.
Quote:
ompleted (for both use, and show) and applied that requirement to the commands on the unit with the abilities. While the requirements showed up on the ability as requiring those units, it still allowed me to use the abilities.
Do not put the requirement to the button in the command card, thats purely visual. Use it at the Commands+ field of the ability itself.
Using validators or requirements is your choice. For requirements, you would use 3 different abilities and use the Show - part of the requirement to hide the 2 wrong race abilities. Advantage would be, that you could specify differing descriptions easily, disadvantage, that you need 3 abilities. With validators, you could use 1 single ability.
Thanks a lot! I can't believe how fast this problem was solved, with not just one, but two working solutions. I have managed to get it working using both validators and requirements. For validators I had to create three new ones though for comparing player race, as the 'Is Terran' etc validators were for units, as Kueken stated.
Thank you very much fellas!
My only remaining question would be whether any of you guys can think of a better solution than creating a unit for each player based on their race and having the requirement check to make sure they have that unit?
Something a little cleaner would be preferred for using the requirements.
Ah wow, after an awful lot of work I finally finished up what I was working on and uploaded it to Battle.net. Even though when testing using Test Document, the abilities do not show up for the unit unless they meet the correct requirement (race) on Battle.net for whatever reason they do show up.
How annoying. Anyone ever run into this problem before? Perhaps find a solution?
I see more and more reports of stuff malfunctioning after publishing but working fine in test mode. Blizzard seems to have screwend something up again.
However, requirements to hide buttons work just fine for me, never had an issue with it.
I am sorry I do not understand what you are asking DrSuperEvil. Is that a setting I should be looking for?
To be more clear, I had the three abilities stacked on top of each other in the same slot in the command card. So:
Protoss
Terran
Zerg
In testing it would hide the two abilities for the races which you are not, and show the one for the race which you are. But on Battle.net it just shows the Terran ability regardless of what race you are.
The restricted setting applies to show requirements and allows you to hide the button. If it is set to the default it wont be hidden by show requirements.
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The restricted setting applies to show requirements and allows you to hide the button. If it is set to the default it wont be hidden by show requirements.
Strange, I did not set the restricted option ever, but my show requirements seem to hide buttons just fine.
My requirement has a show and a use requirement, and I just put that requirement on both the ability itself and the command card. I did not have the button set to restricted though, and I will try setting it up again to test that out later tonight. Got my fingers crossed.
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I would like to give a unit an ability which does different things (same cost) based on the race of the player using the ability. Either having the ability change based on race, or just having three difference abilities which change on the command card base on the player race would both be acceptable...but I cannot figure out how to achieve either one.
Any ideas?
If everything fails, check the race per trigger and switch ability effects, either by using triggers directly or by setting anything to use validators/requirements. Maybe there are even requirements or validators, which can check the player race, I don't know that.
@rtschutter: Go
There are validators for the races. (Is Zerg, Is Terran, Is protoss)
Hey thanks guys, I appreciate the fast responses! My knowledge of requirements and validators is pretty weak right now, but one thing I did just try was setting up one requirement for each of the races. The requirement was that they have at least one pygalisk, zealot prisoner, or Rory Swan completed (for both use, and show) and applied that requirement to the commands on the unit with the abilities. While the requirements showed up on the ability as requiring those units, it still allowed me to use the abilities. Any thoughts on why that isn't working?
So for the validators solution, I would put those on the effects for each of the abilities? So say, have the ability run a set effect, and in that set have 3 different effects, one for each of the races...but put the race validator on the appropriate effect within the set?
Didn't those validators check the unit's race and not the player's?
Yes, basically.
Do not put the requirement to the button in the command card, thats purely visual. Use it at the Commands+ field of the ability itself.
Using validators or requirements is your choice. For requirements, you would use 3 different abilities and use the Show - part of the requirement to hide the 2 wrong race abilities. Advantage would be, that you could specify differing descriptions easily, disadvantage, that you need 3 abilities. With validators, you could use 1 single ability.
Thanks a lot! I can't believe how fast this problem was solved, with not just one, but two working solutions. I have managed to get it working using both validators and requirements. For validators I had to create three new ones though for comparing player race, as the 'Is Terran' etc validators were for units, as Kueken stated.
Thank you very much fellas!
My only remaining question would be whether any of you guys can think of a better solution than creating a unit for each player based on their race and having the requirement check to make sure they have that unit?
Something a little cleaner would be preferred for using the requirements.
Well, you could use triggers to set an upgrade at map initialization. Not really clean as well, but at least you don't have to use a unit.
Duh! Ya, that might be a good solution :)
I suppose it's time then to learn how upgrades work!
Ah wow, after an awful lot of work I finally finished up what I was working on and uploaded it to Battle.net. Even though when testing using Test Document, the abilities do not show up for the unit unless they meet the correct requirement (race) on Battle.net for whatever reason they do show up.
How annoying. Anyone ever run into this problem before? Perhaps find a solution?
@rtschutter: Go
I see more and more reports of stuff malfunctioning after publishing but working fine in test mode. Blizzard seems to have screwend something up again.
However, requirements to hide buttons work just fine for me, never had an issue with it.
Button set to restricted?
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 am sorry I do not understand what you are asking DrSuperEvil. Is that a setting I should be looking for?
To be more clear, I had the three abilities stacked on top of each other in the same slot in the command card. So:
Protoss Terran Zerg
In testing it would hide the two abilities for the races which you are not, and show the one for the race which you are. But on Battle.net it just shows the Terran ability regardless of what race you are.
I did never set any button to restricted, but all restrictions I use work properly. Are you sure, this setting has any effect at all?
The restricted setting applies to show requirements and allows you to hide the button. If it is set to the default it wont be hidden by show requirements.
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
Strange, I did not set the restricted option ever, but my show requirements seem to hide buttons just fine.
I still can't find where to even apply this setting.
Abillity - Commands +, where you pick the default button
Are you putting your show requirements in the ability or the unit command card?
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
My requirement has a show and a use requirement, and I just put that requirement on both the ability itself and the command card. I did not have the button set to restricted though, and I will try setting it up again to test that out later tonight. Got my fingers crossed.