I'm really struggling to find out how to do this thing, and it seems like it SHOULD be a simple thing. Basically what I want to do is, be able to dynamically add abilities to units based on a set of random conditions. So I won't know WHICH abilities that should be added, those abilities are randomed from a specific collection of abilities.
Now this would be an easy thing to implement in WC3, but I can't for the love of God figure out how to do it in SC2, please advice!
Currently there is no way to give an ability to a unit through triggers
They must all be added to the unit.
You can only show or hide abilities like joey101d suggested.
There is however a limit to how many abilities one unit can have i believe it is 32 i could be wrong
This includes Morphed Units:
So if a unit had 16 abilities and morphed into another unit it could have max 16 abilities.
For a total of 32
You would then use behaviors to show or hide abilities as needed using Requirements
You can use items for abilities. You can increase size of inventory buttons in ui editor and change their hotkeys in text editor, and move them across the screen. However this works mostly for effect-target and effect-instant abils i believe. However there are plenty workarounds with catalog field value set functions.
I think what joey101d is trying to say is that you can put as many abilities anywhere you want on the command card, just use a requirement for each one you want to be hidden until "something" happens which is defined in the "show" tab of the requirement. Once that happens, the ability shows up on the command card and now you have access to it.
give every hero x effect target and x effect instant abilities with a dummy effect. now register that dummy effect as event and just trigger the desired effect chain (ability). button and tooltips can be updated via catalogs.
e.g. save the number 5 on custom unit value 1 meaning that you will cast the effectchain of ability 5 whenever dummyability one is casted.
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Hi,
I'm really struggling to find out how to do this thing, and it seems like it SHOULD be a simple thing. Basically what I want to do is, be able to dynamically add abilities to units based on a set of random conditions. So I won't know WHICH abilities that should be added, those abilities are randomed from a specific collection of abilities.
Now this would be an easy thing to implement in WC3, but I can't for the love of God figure out how to do it in SC2, please advice!
just a suggestion:
why not try to give every ability to the unit, but make the buttons hidden except the ones you want? If I remember correctly, that should be possible.
Currently there is no way to give an ability to a unit through triggers
They must all be added to the unit.
You can only show or hide abilities like joey101d suggested.
There is however a limit to how many abilities one unit can have i believe it is 32 i could be wrong
This includes Morphed Units:
So if a unit had 16 abilities and morphed into another unit it could have max 16 abilities.
For a total of 32
You would then use behaviors to show or hide abilities as needed using Requirements
You can use items for abilities. You can increase size of inventory buttons in ui editor and change their hotkeys in text editor, and move them across the screen. However this works mostly for effect-target and effect-instant abils i believe. However there are plenty workarounds with catalog field value set functions.
Is it possible to map several abilities to the same buttons in that case? And then controlling which abilities that show dynamically?
@SpaceyX: Go
I think what joey101d is trying to say is that you can put as many abilities anywhere you want on the command card, just use a requirement for each one you want to be hidden until "something" happens which is defined in the "show" tab of the requirement. Once that happens, the ability shows up on the command card and now you have access to it.
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@fishy77: Go
give every hero x effect target and x effect instant abilities with a dummy effect. now register that dummy effect as event and just trigger the desired effect chain (ability). button and tooltips can be updated via catalogs.
e.g. save the number 5 on custom unit value 1 meaning that you will cast the effectchain of ability 5 whenever dummyability one is casted.