I just learned the trigger editor and have become fairly fluent in it. But I'm trying to do something that requires the data editor and my understanding of it isn't complete (read almost null).
This is what I have prepared:
I have a custom building (Guard Post) that's based off of a command center. Each player has one.
I have triggers that spawn units at timed intervals for each player.
I have the spawn points prepared.
I am using booleans to determine which units should spawn by turning upgrade variables on/off.
What I can't figure out:
I want to create purchase buttons at the Guard Posts for each upgrade.
One time buy (player buys upgrade then player receives upgrade and button goes away for the rest of the game)
Player 1 buys Heavy Guard Upgrade - Turn Heavy Guard Spawn On
Player 2 buys Medic Upgrade - Turn Medic Spawn On
The reason I think a boolean is best is because I also want a building in the middle that other players can use to pay minerals to turn a chosen players upgrades off. I want the purchasable ability 'button' to turn upgrades off to be in a different building in the center that is accesable to everyone.
I have no clue how to make buttons that are purchasable that will effect triggers.
Can someone please give me some advice on what to learn to be able to do this? I've been looking everywhere over the last couple days and there's no tutorial or even map that I've found that does this.
What I'd do is steal an upgrade, any upgrade, change the art, change the text, name, etc, of it to what you want. Add the upgrade to your guard post (Upgrades are part of an ability set which you can add to any building or unit, and you can then add any of these upgrades as command cards to the building or unit so the player can use them - if they meet requirements, like mineral cost, etc).
So say you copy Terran Infantry Weapons Level 1 upgrade, change it to whatever you like, remove the upgrade effect (So it doesn't actually upgrade terran weapons, because we'll be using it to turn on medic spawning or whatever else you'd like to be upgradeable). Then there's an event which goes something like "Upgrade finishes" and from there you can turn on the spawn for the player.
Sorry, that tutorial didn't help at all. I ran through it about 10 times, checking everything as I went along but all I ended up with was a big mess in my data editor. The button didn't show on the command center.
That tutorial must be out of date because none of the screenshots matched what I had going on at all.
I don't know where I'm going wrong. I thought I created a button, I thought I created an ability (I even gave it a cost) but when I launched the game... Nothing.
I'm going to need more details.
It's confusing the hell out of me because everything seems so redundant. Put the name of the upgrade in this box, then that box, then select it from this dropdown menu... Calgon take me away.
Also, all the tutorials you linked too. I've read over them all and none of them cover adding purchasable buttons being added to a command center or any building for that matter. It's like what I'm trying to do is common knowledge to everyone so no one write tutorials on it.
It's a tad bit outdated, but the most important thing in that tutorial is that the editor, for no good reason, only handles unlimited upgrades until level 127, not 255 as expected. That screwed me over for a couple of days. Anyway, the data editor has different display modes. There's these brown buttons which switch between them, or you could go through View and check or uncheck things there. This'll give you the exact same layout as the guy has in the tutorial. While you're at it, make sure Show Advanced Values is checked under View - That one also screwed me over once for a couple of days but with a different problem. There's also one outright error in the tutorial, it says you should "Type: "Effect"
What Object will it affect? Well of course, The "Cybernetic Core - Research" ability.
What Slot will it affect? You know which one, the slot you chose!
What am I affecting?"
It's actually not Type: Effect but Type: Ability. Type: Effect doesn't show you what you need.
As far as buttons go you can just create a new button in the data editor, then go to your units command card and add it, and not bind it to anything, meaning you'll have a useless button. But it might be good practice to make your button actually show up in the first place. If you have any more questions just, well, ask. Oh, and the reason I linked you to the tutorials wasn't because of your current problem but rather that it's a really good place to look when you're thinking of doing different stuff.
The Command Center is a unit, and a upgrade you can buy on it a skill. Is not really different.
Well, frodo, you really helped me with my last issue and I learned a lot. You're the man. But this, I'm just not wrapping my head around for some reason. You're right, the command center is a unit. I do understand that part.
If you don't care to use some triggers, is pretty easy to do what you want. A skill that does nothing, but triggers an event that disables it and puts a boolean to true.
I'm not sure if I understand what you mean here.
Is this correct:
- I need to make a button, an ability, a requirement and an upgrade in the date editor to make this work?
- Did I leave anything out?
- Is there some special magic to the Engineering Bay? In a lot of tutorials, they always seem to want to make a copy of that building for custom stuff.
I'd prefer not to take a short-cut if that's what you mean. I'm trying to learn all this, it's just I've got a lot of questions. I don't work with computers for a living, I'm a musician, but I use to make maps for Doom/Quake/Warcraft/Starcraft, etc. It's just a hobby I've had for a long time and every generation of game the map-making tools leave me farther and farther in the dust.
I'd be willing to trade music lessons for editor lessons :)
I think I'm going to start by just trying to get a custom button to show on the command card in-game like HellRoxYa suggested..