So... I'm curious as to how much stuff you can put into a requirement.
So, I ask you, to give me a challenge. Come up with a requirement that is absurd beyond imaginings. The reason I ask you to challenge me is that everything I think up, I know I can do quite easily.
A single rule that I can think of
The entire challenge must be for a single race
I do not feel like allowing an SCV to build a Spawning Pool to meet a requirement(don't want to do useless data edits like that - I'll modify build times/cooldowns/costs, however)
Basically, I'm just bored, waiting for Diablo 3 to come out. At which point I won't be doing too much Data Editor work for a tiny bit seeing as I know I'll sink too much time into Diablo 3, hehe. I am trying to pass the time on other video games, but I usually play for 10 minutes before turning it off. I literally not gaming at all right now, and I'm bored when I'm on the PC.
Be complex about it! Like... the requirement to USE the ability/button/upgrade must meet certain requirements, while for it to SHOW on the command card, another set of requirements must also be met. Of course, let's not do mutually exclusive SHOW/USE requirements... if it can only Show when there's no Supply Depot, but can only be used while there's a Supply Depot... that'd be just stupid.
Requirements I've already done before
Only ever allowed 1 of the unit, whether it's dead or alive or being produced. Once made, can never be made that entire match again.
Here are the nodes that are possible in a requirement.
Constant(Constant 1 would check for 1 of X)
Greater Than or Equal To
Less Than or Equal To
Not Equal To
Also, the States for any of the Count X requirements
well since im having a bit of a problem with a requirement set-up might as well see if you can make it work.
so, i have this build ability that has 4 different buttons that all build the exact same unit (for the sake of clarity we'll call the unit built by the ability unit "A"). the point of this is that each button has a different mineral cost and i tried to set up requirements to show each button only on certain conditions. i wanted to only show the lowest mineral cost button when there were no units "A" present (either being built or already completed) and as a player built more unit "A" the lowest cost button would hide and show the next cost tier button. for example: starting with no unit "A" 's present the command card would show a button that said 'build unit "A' 250 mineral cost' , after building 1 unit "A" , that button would hide and another button would show that said 'build unit "A" 500 mineral cost' and so on and so forth.
my problem is that i can't get the button requirements to hide the previous button after building a unit "A". the best i can do is getting the button to hide and show the next tier cost ONLY when the unit "A" is being built. after it has completed construction the previous lower cost buttons reappear. ive tried all sorts of combinations with the "and" "not" "greater than" and "less than" functions in the requirement with the final 2 things being "count unit" and "constant". using the "count unit - unit "A" - completed" or "count unit - unit "A" - total" produces no results either :(
that's pretty easy. Just give me a bit, I gotta eat supper first and put the kids to bed afterwards. I'll poke my head in the editor and set it up, and then right back into Diablo 3 for me :P
EDIT: Right now the kids are being total monsters and I can't concentrate with all this god damned f*ing noise. I've got a friend hopping on D3 who I haven't played with yet so I'll be doing that soon. I will get back to this later on however.
It is more complicated than I thought, and I don't understand why, when it should be straight forward. There is a work around but it means the requirements are going to be much more complex than they SHOULD be. I'll try and finish this up tomorrow for ya.
I got a system working around, pretty basic, slightly hacky, I'll tell you why.
I used Marines in my test map.
First time you click the button, Marine costs 50 minerals, no requirement on it, it works like normal.
The instant you have a Marine training, it automatically switches to the 100 cost Marine button,(button 2) and that is fine.
I cannot get it to switch to button 3(150 minerals) while you have a Marine completed and are training a second one, which allowed me to train Marines 2 and 3 for 100 minerals cost by queuing it up. Same thing happened with Button 4, I could train Marine 3 and 4(if I did not queue up marine 3) for 150 minerals each.
I went a bit hacky because it just doesn't want to work how it should. Added use requirements on Buttons 2 and 3.
Basically the use requirements, if you queue up Marine 2 and 3 or 3 and 4, auto cancels the queue after Marine 2(from 2 and 3) or after Marine 3(from 3 and 4), FORCING the player to train another marine for the proper cost.
No need for any requirements on the 4th button (200 mineral Marines).
It seems slightly less than it should be, I tried MANY different ways of making the buttons show up properly, input many different scenarios and it just doesn't behave as it should.
I ended up having to throw in a, seeming useless/redundant Show requirement(the very last one for Button2 and Button3 requirements). The button would disappear and not display any button while training if/when that final Show requirement was not in.
Let me know if you need anything more solid than that. I do intend to go back and try to solve this minor annoyance at a later time.
All I did was make Barracks Train with 3 extra Marine entries, each with their own button/requirement(no requirement for the final/max cost button), and I added a 50 mineral cost for the Button 2 Marine, a 100 cost to button 3 marine, 150 cost for button 4 marine. Then stacked the Barracks Command Card with the proper Marine button(on the same slot as the original marine) pointing to the proper Barracks Train index(Marine 1, 2 or 3 buttons).
yes, i believe i will need something a bit more solid than what you have. while it does kick out and refund any marines that are queued every time it changes cost (so that you are forced to pay the correct amount per marine), i'm not sure this would work for building individual buildings. this is definitely a great start though! ill mess around with it as well and see if i can get it working nicely.
I began doing something like this a while ago, never finished it though (only finished 3 different types of projectiles, it had a lot of options^^)
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you have one ability with 8 effects! ( use a set EFFECT ) ( damaga , aoe , poison , slow ect... )
each effect is blocked untill you reseach ( upgrade ) that specific effect. via a upgrade system .
one button to use the custom spells 8 buttons for each effect you research.
I tryed doing this but my Abillity has al l he 8 effects avaiable , not sure how to make it work :( no matter what rewqirements i seem to use all 8 of them are active all the time!!
This is not a Requirements challenge. That is purely Validator controlled. Think of the Marauders with the Punisher(Slow Grenade) upgrade. The Marauder's weapon is a Set Effect, which does the Damage and Applies the Slow Behavior on the targetted unit. It is always there, but only validates if the upgrade is researched. I suggest taking a look at the Marauder's Punisher Grenades effect(s).
There are plenty of buttons that already disappear once the research is underway/completed, so that should be simple and easy enough for you to copy/duplicate/modify to your liking, for each of your Research buttons.
got another malfunctioning requirement i'de like to have looked at. im trying to get a train ability to not be useable when there are 3 of a certain unit queued or better and to be useable again when there are less than 3 of those certain units living. i've tried several different ways, even looked at the already made "train nuke" requirement, nothing works so far.
don't know if it makes a difference, but, due to unfortunate circumstances, i have to do training through indirect means; meaning the building has a "force" train ability that trains a dummy unit and sends a search out to issue an order to the actual training unit to train a unit.
edit: nevermind. i think i know what the problem is.
ill try that as well, but i think the problem has something to do with the reason most of my buildings are registering as neutral owned despite being owned by a player. rather annoying glitch, checked all buffs that had anything to do with changing owner already. found ways to get around that issue. ill try them after looking at the mothership requirement.