I've been trying to figure out a way to make a unit have to research an upgrade again every time it respawns, but haven't been able to figure out how to do so, what's the best way to do something like this?
Just to clarify, I want the bonus from the first research to be lost by the time the unit respawns.
What does the upgrade do? You could upgrade the unit like Overseer/Baneling morph. (That's probably how the alpha version Battlecruisers worked too)
Just copy the unit (and actors...) and change the stats you want to change. (Good way to do it if you upgrade to a different unit altogether)
Or make an ability which gives the bonus and add a resource cost to it (under "Cost+"), though I haven't tried it yet. This is a lot easier if you only want to change a few stats (a Buff Behavior can change almost everything)
I'm not sure you're understanding the request - he wants the upgrade to reset to level 0 and need to be retrained every time his unit is killed and respawns. I'm assuming he already has functions in place to spawn and respawn the unit.
Ok, sorry if I was unclear, but here is what I want:
A player controls one unit, for this unit, he can research various upgrades, giving different passive effects. When a unit dies, all these researches should be reset to Level 0, and have to be researched again when the person respawns.
I'm trying to do something similar. Except instead of Unit's, it's buildings (turrets). When I upgrade one turret, ALL turrets get the upgrade. Basically for each new tower (and in his case unit) the upgrades are non-existant on that building (unit) that just got created (in his case, respawned)
It can all be done strictly in the data editor. I'm just still learning where everything is though.
I can't figure out how to do it with behaviors. I have done it with abilities though. I just use the morph ability and just copy my turrets (easy enough sinse they are all made from scratch). Basically as it stands now, I have 2 turrets completed with 5 upgrades for each of them. Works very well with just using the "ability" morph.
However now i'm trying to put a 'progress' bar as each upgrade level takes longer and longer, the turret that is out of commision kinda sucks as there's no visual queue when it will be ready. any ideas how to put one in?
Updated: Scratch that - Now I just noticed a problem. Going only with abilities, unless I missed something, you can only upgrade the towers if they are out of combat. Once they are in combat and you hit the upgrade button on the command card, they just kinda stay there and don't even shoot. Anyone know a fix out of that?
I've been trying to figure out a way to make a unit have to research an upgrade again every time it respawns, but haven't been able to figure out how to do so, what's the best way to do something like this?
Just to clarify, I want the bonus from the first research to be lost by the time the unit respawns.
@Gurrgel: Go
What does the upgrade do? You could upgrade the unit like Overseer/Baneling morph. (That's probably how the alpha version Battlecruisers worked too) Just copy the unit (and actors...) and change the stats you want to change. (Good way to do it if you upgrade to a different unit altogether) Or make an ability which gives the bonus and add a resource cost to it (under "Cost+"), though I haven't tried it yet. This is a lot easier if you only want to change a few stats (a Buff Behavior can change almost everything)
@Photoloss: Go
Frankly, this sounds like a job for triggers. You can write triggers to set (reset) an upgrade's level upon a condition (a particular unit dies).
@kozm0naut: Go
Yeah, go into data editor for upgrades and its the "(None) - Max Level" Field.
and create a trigger that spawns the unit when when you use that upgrade
@Pandaros_Brewmaster: Go
it would look like this:
@Pandaros_Brewmaster: Go
I'm not sure you're understanding the request - he wants the upgrade to reset to level 0 and need to be retrained every time his unit is killed and respawns. I'm assuming he already has functions in place to spawn and respawn the unit.
Ok, sorry if I was unclear, but here is what I want:
A player controls one unit, for this unit, he can research various upgrades, giving different passive effects. When a unit dies, all these researches should be reset to Level 0, and have to be researched again when the person respawns.
In the trigger actions under "Tech Tree" there is a function called "Set Upgrade Level For Player", have you tried playing with that?
@Gurrgel: Go
I'm trying to do something similar. Except instead of Unit's, it's buildings (turrets). When I upgrade one turret, ALL turrets get the upgrade. Basically for each new tower (and in his case unit) the upgrades are non-existant on that building (unit) that just got created (in his case, respawned)
It can all be done strictly in the data editor. I'm just still learning where everything is though.
@Covet78: Go
lol im also trying todo this. Only thing ive seen so far is to use Behaviors, but ill have to fiddle with this.
@RockJohnAxe: Go
I can't figure out how to do it with behaviors. I have done it with abilities though. I just use the morph ability and just copy my turrets (easy enough sinse they are all made from scratch). Basically as it stands now, I have 2 turrets completed with 5 upgrades for each of them. Works very well with just using the "ability" morph.
However now i'm trying to put a 'progress' bar as each upgrade level takes longer and longer, the turret that is out of commision kinda sucks as there's no visual queue when it will be ready. any ideas how to put one in?
Updated: Scratch that - Now I just noticed a problem. Going only with abilities, unless I missed something, you can only upgrade the towers if they are out of combat. Once they are in combat and you hit the upgrade button on the command card, they just kinda stay there and don't even shoot. Anyone know a fix out of that?