I'm trying to make a map where the player buys a unit from a supply depo, a marine, marauder, ghost or firebat.
Okay, done that, simple enough.
Now the more complicated problem is that I'd like the units to be able to buy their own upgrades. It would be easy if it was just giving the unit a barracks tech lab ability, but it's not that simple. For the idea to work, I'd like each unit to be able to buy three different abilities, 1 passive and 2 active.
Most of these will be abilities native to non-terran units or special units, so I will have to make techs to correspond to them, I think, which I don't know how to do. I looked at concussion shells, but I can't understand how the different parts of it across the unit, upgrade, ability, effect, etc sections work.
These are achieved, I've theorised, by having 3 research icons on the unit's primary command card, each of which leads to a submenu. Now, IDEALLY, when the player has selected one of the abilities from each of the sub menus, it will disable the tech UI button which denies access to the submenu of potential ability research, so they cannot attempt to research another ability for the same button slot, and it then reveals a button in the primary command card that corresponds with their selection from the submenu.
I know it's a bit complex, which is why I'm asking. For an example, let's work with allowing a marine to purchase concusive shells (for his weapon) or to have a passive detector ability.
First off, you would need to create a new Ability - Research type, for each unit.
Take a look at Fleet Beacon - Research in the Abilities Tab. It has 2 upgrades, Flux Vanes and Graviton Catapult. These 2 upgrades are linked in the Research Ability's Info + field, and then Fleet Beacon - Research is linked to the Fleet Beacon (in the unit tab) by giving the building the Fleet Beacon - Research in the Abilities + field, and then adding them in the Command Card + field.
Just cross reference Fleet Beacon - Research(the ability) and Fleet Beacon (the unit) and go from there. (Or cross reference Hydralisk - Research & Hydralisk Den. Or any other building with a research capability.
For your passive/detector ability, that requires a behavior being placed in the Behavior+ field of the unit, and then linking a requirement in your Behavior's Requirements field something along the line of 'Has Researched Custom Detection Ability' or whatnot.
For giving Concussive Shells to the marine, should be as simple as adjusting the Command Card + field, then giving the marine's weapon the Marauder - Punisher Grenades (Apply Slow Behavior) effect to his weapon. Again, cross reference the Marauder's weapon to go into the finer details.
If you want to go into submenu's, cross reference the Drone/Probe/SCV. They all have access to submenu's... it's not complicated. You just set the Button you want, link it to Submenu, then a Command Card(like 2 for example). Then you would throw the researchable upgrades into Command Card 2 and the marine would have access to CC2 to research whatever he needs.
I don't think this is what nodgene wants. try the steps as before but use specialise instead of research, they're pretty much the same but specialise will only upgrade the unit that paid the cost. submenus only give you access to extra command cards so they really aren't that complicated.
So, in regards to fleet beacon.... The unit's command card button calls the research ability, which calls the research upgrade, which effects the unit...
1) Unit [command card]
2) Ability [(ability, requires learned upgrade) research upgrade]
3) Upgrade [costs, effects unit] eg. speed
But concussion shells don't work like that... It's just a little confusing to get used to given the differences between how they function :D I'm learning, slowly.
Concussive shells are not a real passive ability by sense of the word. If you add concussive shells to a unit, it will not automatically shoot slowing missiles.
The marauder weapon specifically checks, if the unit has concussive shells, when it impacts and applies the slow only in case, the marauder has the ability. However the ability itself does actually nothing.
So if you want a marine to slow on attack, you need to modify the marine weapon as well.
If you read the 4th paragraph, all is detailed in how to give concussive shells to the marine :)
By the way, passive abilities do NOTHING. So, Overseer's detection is not a real passive, or the Observer/Dark Templar is the same deal.
Having a button for the 'detection' show up on your unit doesn't automatically make it detect. Giving a unit the button for Observer Cloak doesn't automatically make it cloaked. Passives = buttons, with the proper behavior/validator/requirement setup to enable/disable that passive.
For your marine, instead of linking Effect - Effect to Gauss Rifle - Damage, link it it to a new effect, Guass Rifle - Set (effect type SET), and then in the Set effect, link Gauss Rifle Damage and Marauder - Punisher Grenades (Apply Slow Behavior) and then that's it. The slow is already setup properly, it just needs an upgrade to be enabled.
Well, title says it all.
I'm trying to make a map where the player buys a unit from a supply depo, a marine, marauder, ghost or firebat.
Okay, done that, simple enough.
Now the more complicated problem is that I'd like the units to be able to buy their own upgrades. It would be easy if it was just giving the unit a barracks tech lab ability, but it's not that simple. For the idea to work, I'd like each unit to be able to buy three different abilities, 1 passive and 2 active. Most of these will be abilities native to non-terran units or special units, so I will have to make techs to correspond to them, I think, which I don't know how to do. I looked at concussion shells, but I can't understand how the different parts of it across the unit, upgrade, ability, effect, etc sections work. These are achieved, I've theorised, by having 3 research icons on the unit's primary command card, each of which leads to a submenu. Now, IDEALLY, when the player has selected one of the abilities from each of the sub menus, it will disable the tech UI button which denies access to the submenu of potential ability research, so they cannot attempt to research another ability for the same button slot, and it then reveals a button in the primary command card that corresponds with their selection from the submenu.
I know it's a bit complex, which is why I'm asking. For an example, let's work with allowing a marine to purchase concusive shells (for his weapon) or to have a passive detector ability.
@nodgene: Go
First off, you would need to create a new Ability - Research type, for each unit.
Take a look at Fleet Beacon - Research in the Abilities Tab. It has 2 upgrades, Flux Vanes and Graviton Catapult. These 2 upgrades are linked in the Research Ability's Info + field, and then Fleet Beacon - Research is linked to the Fleet Beacon (in the unit tab) by giving the building the Fleet Beacon - Research in the Abilities + field, and then adding them in the Command Card + field.
Just cross reference Fleet Beacon - Research(the ability) and Fleet Beacon (the unit) and go from there. (Or cross reference Hydralisk - Research & Hydralisk Den. Or any other building with a research capability.
For your passive/detector ability, that requires a behavior being placed in the Behavior+ field of the unit, and then linking a requirement in your Behavior's Requirements field something along the line of 'Has Researched Custom Detection Ability' or whatnot.
For giving Concussive Shells to the marine, should be as simple as adjusting the Command Card + field, then giving the marine's weapon the Marauder - Punisher Grenades (Apply Slow Behavior) effect to his weapon. Again, cross reference the Marauder's weapon to go into the finer details.
If you want to go into submenu's, cross reference the Drone/Probe/SCV. They all have access to submenu's... it's not complicated. You just set the Button you want, link it to Submenu, then a Command Card(like 2 for example). Then you would throw the researchable upgrades into Command Card 2 and the marine would have access to CC2 to research whatever he needs.
You are pretty much set for nearly anything now!
I don't think this is what nodgene wants. try the steps as before but use specialise instead of research, they're pretty much the same but specialise will only upgrade the unit that paid the cost. submenus only give you access to extra command cards so they really aren't that complicated.
So, in regards to fleet beacon.... The unit's command card button calls the research ability, which calls the research upgrade, which effects the unit...
1) Unit [command card]
2) Ability [(ability, requires learned upgrade) research upgrade]
3) Upgrade [costs, effects unit] eg. speed
But concussion shells don't work like that... It's just a little confusing to get used to given the differences between how they function :D I'm learning, slowly.
Concussive shells are not a real passive ability by sense of the word. If you add concussive shells to a unit, it will not automatically shoot slowing missiles.
The marauder weapon specifically checks, if the unit has concussive shells, when it impacts and applies the slow only in case, the marauder has the ability. However the ability itself does actually nothing.
So if you want a marine to slow on attack, you need to modify the marine weapon as well.
Maybe I did understand you wrong, though
@nodgene: Go
If you read the 4th paragraph, all is detailed in how to give concussive shells to the marine :)
By the way, passive abilities do NOTHING. So, Overseer's detection is not a real passive, or the Observer/Dark Templar is the same deal.
Having a button for the 'detection' show up on your unit doesn't automatically make it detect. Giving a unit the button for Observer Cloak doesn't automatically make it cloaked. Passives = buttons, with the proper behavior/validator/requirement setup to enable/disable that passive.
For your marine, instead of linking Effect - Effect to Gauss Rifle - Damage, link it it to a new effect, Guass Rifle - Set (effect type SET), and then in the Set effect, link Gauss Rifle Damage and Marauder - Punisher Grenades (Apply Slow Behavior) and then that's it. The slow is already setup properly, it just needs an upgrade to be enabled.
@BorgDragon: Go
Thanks again, I'll have a stab at it later.
Cool username btw.