You might have to make a bunch of sub-groups in your command card but yes, one unit is able to possess more than 34 abilities at one time on the command card.
I'm not sure I fully understand what you're asking, but I'll give it a shot. If you don't want to use subgroups in your command card, you can add multiple buttons to the same slot and use the Show/Hide Ability for Unit function in the trigger editor. Hide the abilities you don't want to be visible at a particular time, keeping the ability you want shown. This strategy would work in an RPG, for example, if you want the player to be able to change his hero's abilities at some point during the game.
Yes, i was already doing this as you have suggested with hide /show abilities. But if the unit doesn't have said ability added on to the unit before hand. the show/hide trigger won't show said ability on command card. The problem is I max out the allow abilities i can add to said unit. Since I wanted the unit to have every ability possible and swap out each ability with trigger when equipping different items.
you have to work with dummy abilities. you need at least 5 instant, 5 target and 5 behaviour dummies (assuming every hero has 5 abils).
it would work like this:
hide the 2 dummy abils on the abil slot you want to place the next abil
set the tooltip of your empty (picture) dummy button (or the dummy dialog item in the next step)
set the image of your non modal dialog to your abils one (must be placed where the button is , ofc)
using the dummy ability triggers your abilManager-Trigger that does the right triggering (i would use an array of effects which is set on getting the next item or dropping it)
using apply effect from unit trigger
i would use the equipment array of the item to store the effect, tooltip and button of the ability you want to add.
use the food (if not needed) to see if it is instant, target or behaviour ability (1,2,3) to know which 2 dummy abilities must be hidden.
Oh, I see. Well, TyaStarcraft's suggestion should work for you then. "Train, magazine, build, research and warp train can all house 32 other abilities."
In other words, make a Train ability. Within your Train ability, add up to 32 other buttons & ability effects. If you make 32 full train abilities you can have (32 * 32 = 1024) abilities on a single unit... the only ability you need to have on the unit itself is the Train ability, not the sub-abilities within it.
For example, if I had a unit that I wanted to be able to throw 3 different fireballs (red, blue, and yellow,) I could make a Train ability called "Fireballs" and sub abilities (really just effects and matching buttons) "Red Fireball," "Blue Fireball," and "Yellow Fireball." On the unit, I would add the ability "Fireballs," and in the command card I would have a button for the red, blue, and yellow fireball abilities. Under the ability drop-down for the button in the command card, select "Fireballs," then "Red Fireball" under Ability Command. Repeat for the others.
You can also take a look at the Terran Barracks in the data editor if you're still confused. It's the same idea as that, only replacing a trained unit with an effect which executes the desired ability.
If you're going to use Train, it might be a good idea to use a set effect that removes the unit created and executes the desired ability effect at the same time. Either that or just make sure the unit that gets trained has a "timed life" behavior that immediately kills it.
@BasharTeg: Go
Ok I went and look at the barracks in data to find out how it works. My next question is how do i call up only one of the abilities under the training ability each time.
For example, I want to cast a red fireball requirement is to have the red fireball scroll equip in the slot to cast it. This will be the same for all other color fireballs, they will being using that same slot so the player must swap out each time to use it.
What i want to know is how to call that ability from within that training ability. Since if i directly just want to reveal that spell in the command card it won't. But if call upon the trainer ability it will show everything if the buttons weren't stack. But i have stack all similar spells on top of each other. So what can i do?
Depending on how complex your requirements are, you can set everything up in either the Data editor or with a combination of data and triggers. Since this is the triggers section of the forum...
Basically, you want a function that loops every second (or faster if necessary) and runs through several conditional branches to determine which abilities to show and which to hide. For each ability (or set of abilities of that are activated/deactivated by the same requirements) you will need a dummy requirement. A dummy requirement is a Requirement object (the Requirements tab in the data editor) which has impossible arguments. In other words, nothing could ever happen naturally in your game to satisfy the dummy requirement. Since we want to hide the buttons for abilities that are not active, I put my arguments under the Show sub-folder:
Here I use arguments which basically say, "When the number of 'Control1' behaviors present on the unit equal 1, satisfy the requirement." Control1 is a dummy behavior I made just for the purposes of this explanation - it's also a behavior that can never be created by other triggers, abilities, weapons, etc. The reason I put all of this under the "show" sub-folder is so that the buttons for inactive abilities remain hidden, instead of appearing in a disabled (grayed out) state. Now I just open up the Train ability "Fireball," go into the sub-abilities, and add the "RedFireBallReq" requirement.
What this means now is that I can use a conditional branch (IF/THEN/ELSE function) to check whether the unit with the Red Fireball ability has a "red scroll" or has 333 HP or owns a Mercedes and, if TRUE, add (1) Control1 behavior to the unit, ELSE remove the Control1 behavior - effectively activating or deactivating the Red Fireball ability and any other abilities with the "RedFireBallReq" requirement.
As you might imagine, for each ability that you want to have different conditions for activation (yellow scroll, blue scroll, whatever) you will need either a different dummy behavior or a different count of the same dummy behavior AND a new Requirement object with those specific arguments.
I know this is probably a lot to take in so I'll just stop here for now.
ok I am having a problem. I created a train ability call " Abilities Stored" with in that I created a button "Red Fireball". I have add the dummy behavior and the requirements to that button but it requires me to have a unit or it won't show in the command card?
so what do i do after setting up the dummy and requirement object?
You can use any unit and just remove it right away. I recommend making a custom unit for each ability with an actor that has a very small scale. When the unit gets trained, remove it from the game.
That's a different problem entirely... not sure what the answer is to that one. You might not be able to use this method for targeted abilities... or you would have to come up with your own targeted ability system using triggers/data.
ok, then my question is i want to use abilities like Psi storm, blink , or other spell types. Can these abilities be store in the Training, research, warp, arm ability ? If not how do i swap abilities out or replace them triggers?
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Is there a way to pass the max amount of abilities hold for one unit? I think the max was at 34 abilities to one unit.
I was wonder is there a way to go around that number?
Yes. Train, magazine, build, research and warp train can all house 32 other abilities.
You can also get creative with switch effects to have basically infinite abilities.
Can't really say more without more details.
@TyaStarcraft: Go But will this be all under one command card of that first unit?
@sobatao: Go
You might have to make a bunch of sub-groups in your command card but yes, one unit is able to possess more than 34 abilities at one time on the command card.
@BasharTeg: Go
Ok besides for the command card. How would I call up the other abilities in the command cards if i can't add them to the abilities list in only unit?
Is there an example that can point me in the right direction?
@sobatao: Go
I'm not sure I fully understand what you're asking, but I'll give it a shot. If you don't want to use subgroups in your command card, you can add multiple buttons to the same slot and use the Show/Hide Ability for Unit function in the trigger editor. Hide the abilities you don't want to be visible at a particular time, keeping the ability you want shown. This strategy would work in an RPG, for example, if you want the player to be able to change his hero's abilities at some point during the game.
@BasharTeg: Go
Yes, i was already doing this as you have suggested with hide /show abilities. But if the unit doesn't have said ability added on to the unit before hand. the show/hide trigger won't show said ability on command card. The problem is I max out the allow abilities i can add to said unit. Since I wanted the unit to have every ability possible and swap out each ability with trigger when equipping different items.
@sobatao: Go
you have to work with dummy abilities. you need at least 5 instant, 5 target and 5 behaviour dummies (assuming every hero has 5 abils). it would work like this:
i would use the equipment array of the item to store the effect, tooltip and button of the ability you want to add. use the food (if not needed) to see if it is instant, target or behaviour ability (1,2,3) to know which 2 dummy abilities must be hidden.
@sobatao: Go
Oh, I see. Well, TyaStarcraft's suggestion should work for you then. "Train, magazine, build, research and warp train can all house 32 other abilities."
In other words, make a Train ability. Within your Train ability, add up to 32 other buttons & ability effects. If you make 32 full train abilities you can have (32 * 32 = 1024) abilities on a single unit... the only ability you need to have on the unit itself is the Train ability, not the sub-abilities within it.
For example, if I had a unit that I wanted to be able to throw 3 different fireballs (red, blue, and yellow,) I could make a Train ability called "Fireballs" and sub abilities (really just effects and matching buttons) "Red Fireball," "Blue Fireball," and "Yellow Fireball." On the unit, I would add the ability "Fireballs," and in the command card I would have a button for the red, blue, and yellow fireball abilities. Under the ability drop-down for the button in the command card, select "Fireballs," then "Red Fireball" under Ability Command. Repeat for the others.
You can also take a look at the Terran Barracks in the data editor if you're still confused. It's the same idea as that, only replacing a trained unit with an effect which executes the desired ability.
If you're going to use Train, it might be a good idea to use a set effect that removes the unit created and executes the desired ability effect at the same time. Either that or just make sure the unit that gets trained has a "timed life" behavior that immediately kills it.
@BasharTeg: Go Ok I went and look at the barracks in data to find out how it works. My next question is how do i call up only one of the abilities under the training ability each time.
For example, I want to cast a red fireball requirement is to have the red fireball scroll equip in the slot to cast it. This will be the same for all other color fireballs, they will being using that same slot so the player must swap out each time to use it.
What i want to know is how to call that ability from within that training ability. Since if i directly just want to reveal that spell in the command card it won't. But if call upon the trainer ability it will show everything if the buttons weren't stack. But i have stack all similar spells on top of each other. So what can i do?
@sobatao: Go
Depending on how complex your requirements are, you can set everything up in either the Data editor or with a combination of data and triggers. Since this is the triggers section of the forum...
Basically, you want a function that loops every second (or faster if necessary) and runs through several conditional branches to determine which abilities to show and which to hide. For each ability (or set of abilities of that are activated/deactivated by the same requirements) you will need a dummy requirement. A dummy requirement is a Requirement object (the Requirements tab in the data editor) which has impossible arguments. In other words, nothing could ever happen naturally in your game to satisfy the dummy requirement. Since we want to hide the buttons for abilities that are not active, I put my arguments under the Show sub-folder:
Here I use arguments which basically say, "When the number of 'Control1' behaviors present on the unit equal 1, satisfy the requirement." Control1 is a dummy behavior I made just for the purposes of this explanation - it's also a behavior that can never be created by other triggers, abilities, weapons, etc. The reason I put all of this under the "show" sub-folder is so that the buttons for inactive abilities remain hidden, instead of appearing in a disabled (grayed out) state. Now I just open up the Train ability "Fireball," go into the sub-abilities, and add the "RedFireBallReq" requirement.
What this means now is that I can use a conditional branch (IF/THEN/ELSE function) to check whether the unit with the Red Fireball ability has a "red scroll" or has 333 HP or owns a Mercedes and, if TRUE, add (1) Control1 behavior to the unit, ELSE remove the Control1 behavior - effectively activating or deactivating the Red Fireball ability and any other abilities with the "RedFireBallReq" requirement.
As you might imagine, for each ability that you want to have different conditions for activation (yellow scroll, blue scroll, whatever) you will need either a different dummy behavior or a different count of the same dummy behavior AND a new Requirement object with those specific arguments.
I know this is probably a lot to take in so I'll just stop here for now.
@BasharTeg: Go
ok I am having a problem. I created a train ability call " Abilities Stored" with in that I created a button "Red Fireball". I have add the dummy behavior and the requirements to that button but it requires me to have a unit or it won't show in the command card?
so what do i do after setting up the dummy and requirement object?
You can use any unit and just remove it right away. I recommend making a custom unit for each ability with an actor that has a very small scale. When the unit gets trained, remove it from the game.
@BasharTeg: Go
ok when the unit is trained and remove from game how can i get a target cursor to use to cast
@sobatao: Go
That's a different problem entirely... not sure what the answer is to that one. You might not be able to use this method for targeted abilities... or you would have to come up with your own targeted ability system using triggers/data.
@BasharTeg: Go
ok, then my question is i want to use abilities like Psi storm, blink , or other spell types. Can these abilities be store in the Training, research, warp, arm ability ? If not how do i swap abilities out or replace them triggers?