I have spent a good few hours on multiple sites trying to figure out if anyone has managed to do this yet; and well, I read a sentence somewhere about it being possible; but no information on how one might do it.
What I Need:
With triggers to be able to add abilities to units
I need to be able to exceed the number of abilities that you are allowed to add to a unit (32)
With that in mind, the whole "add the ability to the unit, then unlock it through a research requirement trigger" cannot work.
I need all of the abilities to be "on" the unit; that is, no morphing into various units to cast different abilities.
I only need a few abilities to actually be active per unit (I am not looking to have 50 castable abilities on a single unit at once)
Does anyone know if this is currently possible in the Editor?
My brightest work around that doesnt work:
Attempting to cast each ability through dummy units. If I could give a dummy unit 32 abilities, and make 20 dummy units, with 32 abilities each, I could have endless abilities. then with triggering, I could set my ability to simply create a dummy to cast whichever of the above skills I wanted; simply by saving a few bits of information into variables.
The problem with this idea is that, unless I am hopefully proven wrong, I cannot have an icon for the skill I want cast, which will accurately display the cast information of the actual skill being cast.
Any thoughts into the situation will be, well, essential for me ^_^ thanks.
Well, you cannot exchange abilities, but you can modify them using catalog triggers or upgrades, if you only use the ability once per player. So instead of actually adding a new ability, you modify an existing one to start the effect of the desired ability; you can also adjust the tooltip accordingly.
This way, you will only need some ability templates for the highest amount of instand and targeted abilities you will need, which can be activated and deactivated at will. If you make a decent system for it, it shouldn't be that hard to realize.
Thanks for you speedy reply,
I am not sure I fully understand, but this is what I took from it:
I set various effects, rather than making different abilities; and just add say, 400 affects to a single ability (say I have 40 skills, 10 levels each)? I would need 1 ability to represent all instant effects, and 1 ability to represent all target effects; for every skill I plan for my unit to have. 4 skills would mean adding a total of 8 abilities.
Is that what you are saying, or did I completely miss the mark on it?
Essentially yes. However, if you use upgrades/catalog triggers anyway, I would probably modify the other objects directly for the multiple levels, so you have 40 effects and modify the abilities to use other effects when swapping skills, but modify the damage effect when increasing the level.
Also, you don't add the effects to the ability beforehand, you add the effects to the ability at runtime, via triggers or upgrade.
I have spent a good few hours on multiple sites trying to figure out if anyone has managed to do this yet; and well, I read a sentence somewhere about it being possible; but no information on how one might do it.
What I Need:
With triggers to be able to add abilities to units I need to be able to exceed the number of abilities that you are allowed to add to a unit (32) With that in mind, the whole "add the ability to the unit, then unlock it through a research requirement trigger" cannot work. I need all of the abilities to be "on" the unit; that is, no morphing into various units to cast different abilities. I only need a few abilities to actually be active per unit (I am not looking to have 50 castable abilities on a single unit at once)
Does anyone know if this is currently possible in the Editor?
My brightest work around that doesnt work: Attempting to cast each ability through dummy units. If I could give a dummy unit 32 abilities, and make 20 dummy units, with 32 abilities each, I could have endless abilities. then with triggering, I could set my ability to simply create a dummy to cast whichever of the above skills I wanted; simply by saving a few bits of information into variables. The problem with this idea is that, unless I am hopefully proven wrong, I cannot have an icon for the skill I want cast, which will accurately display the cast information of the actual skill being cast.
Any thoughts into the situation will be, well, essential for me ^_^ thanks.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Well, you cannot exchange abilities, but you can modify them using catalog triggers or upgrades, if you only use the ability once per player. So instead of actually adding a new ability, you modify an existing one to start the effect of the desired ability; you can also adjust the tooltip accordingly.
This way, you will only need some ability templates for the highest amount of instand and targeted abilities you will need, which can be activated and deactivated at will. If you make a decent system for it, it shouldn't be that hard to realize.
Thanks for you speedy reply, I am not sure I fully understand, but this is what I took from it:
I set various effects, rather than making different abilities; and just add say, 400 affects to a single ability (say I have 40 skills, 10 levels each)? I would need 1 ability to represent all instant effects, and 1 ability to represent all target effects; for every skill I plan for my unit to have. 4 skills would mean adding a total of 8 abilities.
Is that what you are saying, or did I completely miss the mark on it?
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Essentially yes. However, if you use upgrades/catalog triggers anyway, I would probably modify the other objects directly for the multiple levels, so you have 40 effects and modify the abilities to use other effects when swapping skills, but modify the damage effect when increasing the level.
Also, you don't add the effects to the ability beforehand, you add the effects to the ability at runtime, via triggers or upgrade.