I'm having the embarrassingly simple problem of being unable to figure out how I can hide the level display for a multi-leveled ability. I'm hoping there's a field on the ability that I have somehow missed, as the only text editor field I could find handles the text "Level:" but not the actual number. That, or another way I can change the target filter for an ability on the go (replacing it with another ability causes issues if the player is targeting the replaced ability, and forcing a cancel of the command when the ability is switched feels unnatural).
Edit: It's probably worth mentioning that the ability isn't actually learned at all, its level is only altered through triggers. The reason I want to hide the ability level is because I don't even want the player to realize anything has changed. This is the best way I could find to alter the Target Filter for an ability midway through the game.
Only thing I could find was "Hide Maximum Level." Right now I have a dummy ability with the same set ID as the one that I'm changing the level of, and so the button doesn't reflect the ability's level, I just wish I could figure out what determines which ability in a set has higher order priority (which one actually casts if a unit with both abilities in a set is ordered to cast one of them).
I'm not sure if this will help, but in the learn ability where you list all the abilities to learn, have you tried checking the box "hide count" near the top of the options list after selecting an abillity (it's a bit before you select a button and requirement for the ability)?
I appreciate the suggestion, but it seems the "Hide Count" field refers to the number of charges left for the ability. I'm beginning to think this just can't be done.
Sorry I couldn't help you. I never tried making a multi-level ability "linked up" like that... because I don't know how. >_> I just create like 3 separate abilities independent of themselves along with buttons and requirements displaying them when the time is right.
I appreciate that you tried :P. As for making separate abilities and switching them out, I tried that, but you get an unfortunate "No unit can handle that command" error if you replace/disable an ability while a player is selecting a target for it. Regardless, I'm fairly sure I've found a workaround for my problem involving using a launch missile effect to apply a Validator to the ability. Now I just wish I could figure out a way to make a missile with no travel time.
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I'm having the embarrassingly simple problem of being unable to figure out how I can hide the level display for a multi-leveled ability. I'm hoping there's a field on the ability that I have somehow missed, as the only text editor field I could find handles the text "Level:" but not the actual number. That, or another way I can change the target filter for an ability on the go (replacing it with another ability causes issues if the player is targeting the replaced ability, and forcing a cancel of the command when the ability is switched feels unnatural).
Edit: It's probably worth mentioning that the ability isn't actually learned at all, its level is only altered through triggers. The reason I want to hide the ability level is because I don't even want the player to realize anything has changed. This is the best way I could find to alter the Target Filter for an ability midway through the game.
The Learn ability has a field related to Showing Ability Level I believe.
Only thing I could find was "Hide Maximum Level." Right now I have a dummy ability with the same set ID as the one that I'm changing the level of, and so the button doesn't reflect the ability's level, I just wish I could figure out what determines which ability in a set has higher order priority (which one actually casts if a unit with both abilities in a set is ordered to cast one of them).
Bump for desperation.
I'm not sure if this will help, but in the learn ability where you list all the abilities to learn, have you tried checking the box "hide count" near the top of the options list after selecting an abillity (it's a bit before you select a button and requirement for the ability)?
I appreciate the suggestion, but it seems the "Hide Count" field refers to the number of charges left for the ability. I'm beginning to think this just can't be done.
Sorry I couldn't help you. I never tried making a multi-level ability "linked up" like that... because I don't know how. >_>
I just create like 3 separate abilities independent of themselves along with buttons and requirements displaying them when the time is right.
I appreciate that you tried :P. As for making separate abilities and switching them out, I tried that, but you get an unfortunate "No unit can handle that command" error if you replace/disable an ability while a player is selecting a target for it. Regardless, I'm fairly sure I've found a workaround for my problem involving using a launch missile effect to apply a Validator to the ability. Now I just wish I could figure out a way to make a missile with no travel time.