Well it's really easy. You need to open the Data Tab (F7) , select Data Type UNITS and find+select the turret you want to "boost"/modify. Then on the left side there's an object tab with models/actors/weapon/sounds - basically everything that makes up for the turret. Find the effect with (damage) in the name, e.g. Missile Turret - Longbolt Missile (Damage).
* On the right side, double click on the (None) Damage token, it's 12 for the Terran turret. Write whatever you want. For speed/range and so on it's exactly the same, just use the object tab and find your desired value :)
Hehe. I wasn't clear enough, or maybe I just don't understand how to explain this, :x.
What I really mean is to create a dialog, with the button "Upgrade" labeled onto it. Whenever I press "Upgrade", the damage, range, rate of attack increases. The dialog I know how to do, but it is the increasing of stats which I do not know how.
If I understand this correctly (and I may very well not), you wish to upgrade towers using a dialog. I guess my question is why not use the upgrade system that is already in. There is a tutorial that shows how to set it up here.
If you are wishing just to buff a single tower, then you can look at applying behaviours. You just need to create a "Buff" behaviour for the bonuses you want and then apply it to the tower in question. This could be done either by a trigger or an ability on the tower. If you change the "Maximum Stack Count" on the behaviour then it should be able to apply multiple times.
If it was me, I would set it up as an ability on the tower, no need for a dialog, and no need to detect the tower since it is already selected(In fact, it probably wouldn't require any triggers). If you really want the dialog then you can probably save the selected unit to a variable and use that to reference the unit in your trigger. There doesn't seem to be a "Selected Unit" function. You would need to do something about multiple selections.
I just made a quick test(+1 armour on a zergling for each click, a zergling that could shrug off a nuke after a minute of clicking) and it worked fine, no disappearing buttons or anything. I would check the ability to make sure you don't have any stray fields changed.
Currently, I am still having issues with upgrading it more than once.
Should I actually copy the Behavior ability from any existing ones? I made a new one, changed a few things, and that was it. I am not sure what should have been changed and what not.
Is it possible to upgrade a tower (damage, speed, range, etc.)?
Another question: How can I make a tower shoot two missiles?
@Nothing5:
Elaborate more on what do you consider an upgrade? In-game research or boosting stats in the editor?
@Habladabla: Go
Oh right. I do mean boosting the stats within the editor. Not an in-game research. x.x
@Nothing5:
Well it's really easy. You need to open the Data Tab (F7) , select Data Type UNITS and find+select the turret you want to "boost"/modify. Then on the left side there's an object tab with models/actors/weapon/sounds - basically everything that makes up for the turret. Find the effect with (damage) in the name, e.g. Missile Turret - Longbolt Missile (Damage).
* On the right side, double click on the (None) Damage token, it's 12 for the Terran turret. Write whatever you want. For speed/range and so on it's exactly the same, just use the object tab and find your desired value :)
PM me if you need help.
Hehe. I wasn't clear enough, or maybe I just don't understand how to explain this, :x.
What I really mean is to create a dialog, with the button "Upgrade" labeled onto it. Whenever I press "Upgrade", the damage, range, rate of attack increases. The dialog I know how to do, but it is the increasing of stats which I do not know how.
@Nothing5:
Oh well, for that you might need some triggers. I will try to do that tomorrow if someone else doesnt help you by then
Well, thanks first! :)
If I understand this correctly (and I may very well not), you wish to upgrade towers using a dialog. I guess my question is why not use the upgrade system that is already in. There is a tutorial that shows how to set it up here.
If you are wishing just to buff a single tower, then you can look at applying behaviours. You just need to create a "Buff" behaviour for the bonuses you want and then apply it to the tower in question. This could be done either by a trigger or an ability on the tower. If you change the "Maximum Stack Count" on the behaviour then it should be able to apply multiple times.
Thanks, this works!
But how can I detect which tower I have selected so that I could upgrade it?
If it was me, I would set it up as an ability on the tower, no need for a dialog, and no need to detect the tower since it is already selected(In fact, it probably wouldn't require any triggers). If you really want the dialog then you can probably save the selected unit to a variable and use that to reference the unit in your trigger. There doesn't seem to be a "Selected Unit" function. You would need to do something about multiple selections.
Wow, why haven't I thought of that? ;)
Thank you so much!
By the way, how can I upgrade it the second time? I clicked the ability button once, and it disappeared.
I just made a quick test(+1 armour on a zergling for each click, a zergling that could shrug off a nuke after a minute of clicking) and it worked fine, no disappearing buttons or anything. I would check the ability to make sure you don't have any stray fields changed.
@SirLyrrad: Go
What are the "Stray fields" that you speak of?
Not sure, basically make sure any changes that have been made were intended.
Currently, I am still having issues with upgrading it more than once.
Should I actually copy the Behavior ability from any existing ones? I made a new one, changed a few things, and that was it. I am not sure what should have been changed and what not.