This is probably not too hard, but when I tried to add a custom requirement for a hydralisk den, I found myself very confused very quickly. The type of requirements specifically that I am looking for are requirements that prevent certain units from doing things until a certain buildings is present. This needs to be done with some custom units and mods so I cannot just use remade requirements.
I'll try to explain it in words, but you might be better off with a visual explanation from the link below. If the link below is insufficient, I believe YouTube has some good tutorials. If all else fails, don't hesitate to post if you still need help; I or another Mapster user will help you sort it out.
In any case, you should change existing requirements relating to the Hydralisk Den that appear when you search for them in the Data Editor. It is preferable to be in List View to do this. You can also duplicate the requirements themselves and then change their values. This way, you still have the original data to fall back on so you know what you're changing.
P.S. Don't confuse Requirements with Requirement Nodes. Nodes are specific items under a Requirement, such as one for mutating Brood Lords, where you can change its tech tree prerequisites. Click the Requirement, which might be "Mutate into Brood Lord" and then look to the right for "Requirement +" where you can find Nodes. Double click "Requirement +" to bring up the Object Values window. In the case of the Brood Lord, I would look under the "Use" folder in the Object Values popup. There, I might modify the "Alias" section of "Count Building Greater Spire Completed" I might change that "Alias" dropdown to an Evolution Chamber if I wanted the Brood Lord to be unlocked right after an Evo Chamber was made.
It is preferable to be in List View to edit Data of any kind in the Editor, although some prefer Detail.
P.S. Don't confuse Requirements with Requirement Nodes. Nodes are specific items under a Requirement, such as one for mutating Brood Lords, where you can change its tech tree prerequisites. I'm not sure what exactly you're trying to do with the Hydralisk Den, but depending on what you're trying to achieve here, Nodes may be the best thing to edit as opposed to the whole requirement.
Ah! Thank you. This is exactly what I did wrong. I confused requirement nodes with regular ones. The problem has ben fixed. Now I just have to figure out now to get the hydralisk den and hydralisks to morph properly.
Brilliant idea. I want to make sure that is it is mostly done though with the biggest hurdles overcome first so that I can feel confident and ready about it when its time to announce.
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This is probably not too hard, but when I tried to add a custom requirement for a hydralisk den, I found myself very confused very quickly. The type of requirements specifically that I am looking for are requirements that prevent certain units from doing things until a certain buildings is present. This needs to be done with some custom units and mods so I cannot just use remade requirements.
I'll try to explain it in words, but you might be better off with a visual explanation from the link below. If the link below is insufficient, I believe YouTube has some good tutorials. If all else fails, don't hesitate to post if you still need help; I or another Mapster user will help you sort it out.
http://www.galaxywiki.net/Requirements
In any case, you should change existing requirements relating to the Hydralisk Den that appear when you search for them in the Data Editor. It is preferable to be in List View to do this. You can also duplicate the requirements themselves and then change their values. This way, you still have the original data to fall back on so you know what you're changing.
P.S. Don't confuse Requirements with Requirement Nodes. Nodes are specific items under a Requirement, such as one for mutating Brood Lords, where you can change its tech tree prerequisites. Click the Requirement, which might be "Mutate into Brood Lord" and then look to the right for "Requirement +" where you can find Nodes. Double click "Requirement +" to bring up the Object Values window. In the case of the Brood Lord, I would look under the "Use" folder in the Object Values popup. There, I might modify the "Alias" section of "Count Building Greater Spire Completed" I might change that "Alias" dropdown to an Evolution Chamber if I wanted the Brood Lord to be unlocked right after an Evo Chamber was made.
It is preferable to be in List View to edit Data of any kind in the Editor, although some prefer Detail.
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
P.S. Don't confuse Requirements with Requirement Nodes. Nodes are specific items under a Requirement, such as one for mutating Brood Lords, where you can change its tech tree prerequisites. I'm not sure what exactly you're trying to do with the Hydralisk Den, but depending on what you're trying to achieve here, Nodes may be the best thing to edit as opposed to the whole requirement.
Ah! Thank you. This is exactly what I did wrong. I confused requirement nodes with regular ones. The problem has ben fixed. Now I just have to figure out now to get the hydralisk den and hydralisks to morph properly.
In reply to sc2ggamer:
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
In reply to sc2ggamer:
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia: