Alright, so I've been pouring over the data windows for the passed 3 hours, learning most of the things I've managed to do by referencing pre-existing abilities. However that can only get me so far. Here are my questions:
1) I copied the "Nuclear Strike" ability for ghosts with the intention of modifying it so it did not require a magazine with missiles in it, only to be researched with a long cool down. I got the research requirement working, but I can't seem to get rid of the silo/magazine requirement and I have no idea where to look. When I test it it still comes up grayed out with a 0 next to it. And my research cost seems to be fixed at 50 minerals, even though I set it to 200. Other abilities on the same tab have a 50 mineral cost, but why is it setting that cost for the entire tab instead of just the single ability I set it to?
2) I need to make a passive ability where a hero regenerates health and energy at a high rate, but only while not cloaked and not in combat. Again, no idea where to look.
1. Make sure the Command card has the proper stuff. There might be a chance the old nuke is still on the Command card causing issues. Thats my only idea on that.
2. Basically make an Ability that applies a Behavior with the regen bonuses. Then set the Validators for the behavior for Not Cloaked and not in combat (not sure which validator would be for not-in combat, im still beginner with validators.) Make sure the Regen Behavior has -1 Periods and like .5 sec duration so its constantly updating. So the Second you cloak or are in combat the Regen wont be applied.
1. Command card isn't the issue. I made sure to create custom buttons for all the abilities I'm going to be changing. I've only been using the editor for a whole 3 hours. Also, any ideas on my sub-menus? Not only does the first option set the prices for all of the, but I can't get the buttons to disappear when a new ability is learned. Instead the entire menu disappears, which is annoying.
2. I'll look into that, but I'm even newer to validators than you are. We'll see how it goes.
1. When you apply this ability to a ghost unit in Command Card you pick "Ability Command" then you leave requirement empty, and look at the 3rd thing you pick. There you pick an ability that have other abilities inside. Click View and there you should find abilities with requirements that you can delete.
2. Create:
* Button (you know why :P)
* Behavior ( of type Buff, that will change hp and energy regeneration to high, with excluded: cloaked and in combat for specific time)
* Ability (that will have Effect)
* Effect (of type Apply Behavior)
1) I left the requirement on the command card empty. I applied the requirement to ability itself and created a custom requirement for said ability. The requirement I added actually works, but getting rid of the old one didn't. If there's an actor or effect on the ability that requires it to be tied to a magazine then I don't know what it is or how to change it, but the requirement itself I modified successfully. Also, I still need someone to tell me how to work my sub-menus correctly. I have a button that links to a sub-menu. The menu opens fine and I can see the abilities I put in there no problem, but they're all the same cost, the cost of the first one on the list when I made the ability for said sub-menu. Also, I can't get the buttons to disappear as I research them. They research fine and I copied the "learn this thingy" requirements to get the buttons to go away, but all that does is make the sub-menu top button disappear no matter which ability I learn, so I couldn't learn more if I wanted to. I'm not quite sure where I went wrong.
2) Gotcha, thanks
Edit: Alright, I lied. I think I have the behavior sorted and the effect, but I'm at a loss as to how to set up the ability.
There are few places you can change cost. If you have an ability for example "Probe - Build" (not sure if the name I remembered correct) you can change cost there and for each ability it have also. Maybe you have a global cost in your ability? Sub-menus are just a pages, it doesn't matter to the cost I think
I created an ability of type research called "Psi Sniper Upgrades", gave it it's own button and placed it on my hero. That part works fine. I click the button and it brings up the next command card. No problem. I made the first command on "Psi Sniper Upgrades" link to a button called "Research EMP Round" and an upgrade of similar name. I did the same thing for the button and upgrade of "Research Firestorm Spell". They appear on the window fine, but I gave each individual command a different cost. The first one got a cost of 50 and the second a cost of 200 minerals, but in the test game they both come up as 50. Also, I wanted the buttons to disappear as I researched them so I made learning requirements of logic "!CountUpgrade(EMP Round,queued or better)" for both upgrades in the "show" area and linked them to their commands accordingly. Problem is they don't make the research buttons go away, they make the sub-menu button go away. I have no idea how that happened, since I don't reference the sub-menu button in either command or even in the entire ability. So now I have upgrades that cost the same thing no matter what I do and buttons that don't go away or else I lose my entire sub-menu window.
I tested that for submenu also.
I created another ability and requirement for researching concusive cells for marauder and set it to 50minerals 50 gas and I placed it in submenu and its working and cost is working
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Alright, so I've been pouring over the data windows for the passed 3 hours, learning most of the things I've managed to do by referencing pre-existing abilities. However that can only get me so far. Here are my questions:
1) I copied the "Nuclear Strike" ability for ghosts with the intention of modifying it so it did not require a magazine with missiles in it, only to be researched with a long cool down. I got the research requirement working, but I can't seem to get rid of the silo/magazine requirement and I have no idea where to look. When I test it it still comes up grayed out with a 0 next to it. And my research cost seems to be fixed at 50 minerals, even though I set it to 200. Other abilities on the same tab have a 50 mineral cost, but why is it setting that cost for the entire tab instead of just the single ability I set it to?
2) I need to make a passive ability where a hero regenerates health and energy at a high rate, but only while not cloaked and not in combat. Again, no idea where to look.
@Maniac742: Go
1. Make sure the Command card has the proper stuff. There might be a chance the old nuke is still on the Command card causing issues. Thats my only idea on that.
2. Basically make an Ability that applies a Behavior with the regen bonuses. Then set the Validators for the behavior for Not Cloaked and not in combat (not sure which validator would be for not-in combat, im still beginner with validators.) Make sure the Regen Behavior has -1 Periods and like .5 sec duration so its constantly updating. So the Second you cloak or are in combat the Regen wont be applied.
@RockJohnAxe: Go
1. Command card isn't the issue. I made sure to create custom buttons for all the abilities I'm going to be changing. I've only been using the editor for a whole 3 hours. Also, any ideas on my sub-menus? Not only does the first option set the prices for all of the, but I can't get the buttons to disappear when a new ability is learned. Instead the entire menu disappears, which is annoying.
2. I'll look into that, but I'm even newer to validators than you are. We'll see how it goes.
1. When you apply this ability to a ghost unit in Command Card you pick "Ability Command" then you leave requirement empty, and look at the 3rd thing you pick. There you pick an ability that have other abilities inside. Click View and there you should find abilities with requirements that you can delete.
2. Create:
* Button (you know why :P)
* Behavior ( of type Buff, that will change hp and energy regeneration to high, with excluded: cloaked and in combat for specific time)
* Ability (that will have Effect)
* Effect (of type Apply Behavior)
@gemGreg: Go
1) I left the requirement on the command card empty. I applied the requirement to ability itself and created a custom requirement for said ability. The requirement I added actually works, but getting rid of the old one didn't. If there's an actor or effect on the ability that requires it to be tied to a magazine then I don't know what it is or how to change it, but the requirement itself I modified successfully. Also, I still need someone to tell me how to work my sub-menus correctly. I have a button that links to a sub-menu. The menu opens fine and I can see the abilities I put in there no problem, but they're all the same cost, the cost of the first one on the list when I made the ability for said sub-menu. Also, I can't get the buttons to disappear as I research them. They research fine and I copied the "learn this thingy" requirements to get the buttons to go away, but all that does is make the sub-menu top button disappear no matter which ability I learn, so I couldn't learn more if I wanted to. I'm not quite sure where I went wrong.
2) Gotcha, thanks
Edit: Alright, I lied. I think I have the behavior sorted and the effect, but I'm at a loss as to how to set up the ability.
There are few places you can change cost. If you have an ability for example "Probe - Build" (not sure if the name I remembered correct) you can change cost there and for each ability it have also. Maybe you have a global cost in your ability? Sub-menus are just a pages, it doesn't matter to the cost I think
@gemGreg: Go
Let me break this down a little better.
I created an ability of type research called "Psi Sniper Upgrades", gave it it's own button and placed it on my hero. That part works fine. I click the button and it brings up the next command card. No problem. I made the first command on "Psi Sniper Upgrades" link to a button called "Research EMP Round" and an upgrade of similar name. I did the same thing for the button and upgrade of "Research Firestorm Spell". They appear on the window fine, but I gave each individual command a different cost. The first one got a cost of 50 and the second a cost of 200 minerals, but in the test game they both come up as 50. Also, I wanted the buttons to disappear as I researched them so I made learning requirements of logic "!CountUpgrade(EMP Round,queued or better)" for both upgrades in the "show" area and linked them to their commands accordingly. Problem is they don't make the research buttons go away, they make the sub-menu button go away. I have no idea how that happened, since I don't reference the sub-menu button in either command or even in the entire ability. So now I have upgrades that cost the same thing no matter what I do and buttons that don't go away or else I lose my entire sub-menu window.
1. Create requirement 2. Create an Ability and set there this requirement 3. Create unit or building and add your ability there ;)
I tested that for submenu also. I created another ability and requirement for researching concusive cells for marauder and set it to 50minerals 50 gas and I placed it in submenu and its working and cost is working