I created 3 dummy upgrades, Owner Is [race] (one for each race), then I made 3 requirements that look something like this:
CountUpgrade(OwnerIsProtoss,CompleteOnly) >= 1
then I add in the appropriate spots actions that will add one of the correct dummy upgrade based on the race the player chose. Then, I attach the correct requirement to various Submenu command card buttons (so that the right race's creep spawning menus/upgrade menus only show up for the right races). However, the requirement doesn't work (I see buttons for e.g. the zerg race when I pick protoss). What did I do wrong?
now show us a screen shot of where you set the players ... upgrade status.....
on another note... I was under the impression that setting requirements on the command card itself didnt work....
and that it had to be done on either the
the button for the ability
the ability itself
i has been awhile since I set up one of these sorry if my help isnt that direct.
Oh and make sure the "use" has inverted values.... the "use" might be defaulted to true.... so that might be allowing it to show....
your parameter for "player" the default value should be "0" or "-1"
then when you do your
playersparticipating[player -1] this isnt gonna give you a valid indicator if that array has a boolean value for each player.... if your passing the actual player to this function......
secondly .... if the player isnt participating i dbout you run the trigger for this player......
why do you spawn the unit for "player" but spawn it at "spawnpoints[player -1]
player 0 is a valid player...... and arrays are 0 based.....
at the end of the function .... create a text out put that reads how many of that upgrade the player has.... just to confirm your upgrade is working for the player.....
then try settting up the "use" section of the requirements....
I believe if the "use" is returning true it wont check the "show" settings.
OK, it looks like it wasn't liking that i didn't provide anything for the "use" node. Thanks!
Bonus points if anyone can tell me how to make a Submenu button on a command card disappear instead of just be unselectable if it doesn't meet the requirement :)
You can totally skip the triggers by using a modified validator used by the changeling which detects race. Have the unit express 3 behaviors that are hidden each requiring one of the race validators. Create a show requirement that counts the race behaviour and is >0. That way it will auto identify your race and hide the buttons of the other races.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I created 3 dummy upgrades, Owner Is [race] (one for each race), then I made 3 requirements that look something like this:
CountUpgrade(OwnerIsProtoss,CompleteOnly) >= 1
then I add in the appropriate spots actions that will add one of the correct dummy upgrade based on the race the player chose. Then, I attach the correct requirement to various Submenu command card buttons (so that the right race's creep spawning menus/upgrade menus only show up for the right races). However, the requirement doesn't work (I see buttons for e.g. the zerg race when I pick protoss). What did I do wrong?
@RCIX: Go
zug?
Zug?
what does this mean
then I add in the appropriate spots actions that will add one of the correct dummy upgrade based on the race the player chose.
I meant in my triggers. So if a player is Protoss, i run the Tech Tree - Add 1 to Owner Is Protoss for player [player that picked protoss].
@RCIX: Go
take a screen shot of how you command card looks and of the requirement node for the ability that shows on the command card plz
The command card:
and the requirement node:
@RCIX: Go
now show us a screen shot of where you set the players ... upgrade status.....
on another note... I was under the impression that setting requirements on the command card itself didnt work.... and that it had to be done on either the
i has been awhile since I set up one of these sorry if my help isnt that direct.
Oh and make sure the "use" has inverted values.... the "use" might be defaulted to true.... so that might be allowing it to show....
(and yes, i know it's getting there :P)
Im stupid : )
@RCIX: Go
first of all...
your parameter for "player" the default value should be "0" or "-1"
then when you do your
playersparticipating[player -1] this isnt gonna give you a valid indicator if that array has a boolean value for each player.... if your passing the actual player to this function......
secondly .... if the player isnt participating i dbout you run the trigger for this player......
why do you spawn the unit for "player" but spawn it at "spawnpoints[player -1]
player 0 is a valid player...... and arrays are 0 based.....
at the end of the function .... create a text out put that reads how many of that upgrade the player has.... just to confirm your upgrade is working for the player.....
then try settting up the "use" section of the requirements....
I believe if the "use" is returning true it wont check the "show" settings.
OK, it looks like it wasn't liking that i didn't provide anything for the "use" node. Thanks!
Bonus points if anyone can tell me how to make a Submenu button on a command card disappear instead of just be unselectable if it doesn't meet the requirement :)
@RCIX: Go
you could try having them all overlap....
since the same unit has all three abilities right?
put them all in the same tile...
i think the one thats usable should be visible over the others... if not I dont know how to help ya
Tried that, doesn't work (only shows the first button :/)
You can totally skip the triggers by using a modified validator used by the changeling which detects race. Have the unit express 3 behaviors that are hidden each requiring one of the race validators. Create a show requirement that counts the race behaviour and is >0. That way it will auto identify your race and hide the buttons of the other races.
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
The solution i have is good enough, but thanks anyway :)