I am currently working on a special map that involves fully player-custom unit design and I need to find a way to create dynamic production facilities, that create new units when triggered. I'm curious if it is possible to change the name and icon of each button as well, to match the changing unit, though I am not convinced this is possible. Would changing the build time, resource, and supply costs be possible, though?
My current theory is to somehow make a special, custom train ability for each slot in the production facility, and bind it to a unit that can be changed in real-time somehow in-game. Is this possible?
If so, what would be a way to let players create custom units? (I can get into the nitty-gritty of the details on my own - I'm just trying to figure out how I can modify unit properties, save these changes somehow, and update it to production facilities seamlessly in-game)
If you have any input on either of these things, I'd really appreciate it!
Changing build times, resource costs and supply costs are definitely possible, I don't know about changing the button tooltip and icons however, but it should be possible since you can change them when you upgrade them. You'd want to use catalog triggers to achieve this.
Note that you cannot add or remove (you can hide them though) abilities from a unit in game, they have to be there already
The best way to create custom units is to modify their build costs and times using catalog triggers, and then upon unit creation add behaviors to modify it's damage and armor, and the set unit property action to modify it's health speed, and other properties.
Also Note that catalog changes are on a per player basis for a unit type. so giving another player units will modify their supply and built times.
Oh, okay! Since I cannot find a way to change unit models in-game, would you think that it would be better to have training abilities made for many different units, and show/hide them as necessary to show a visual change? Also - would showing/hiding these changes be possible in the same command card slot? (So, hide one train command for a marine, for a stalker train command in the same place)
I also found a potential method of "modifying" information stored in the tooltips, through data referencing. I'll look into this a little bit.
you can send a model swap actor msg to any unit. use levels (if possible) for your abilities. each level can have different button/tooltip. i made a system that was able to switch between any ability (max. 5) on a unit with 15 dummy abilities (instant, target, behaviour for each slot) abilities on that unit.
That's really cool to know. I may utilize the actor swap, and make unit production more trigger-focused than data editor focused.
Originally what I tried designing was a bunch of train commands on one command card, and tried overlapping them so they could be shown/hidden as necessary.
Unfortunately, I later realized (after I already had 4 tiles, stacked with 4 train commands each!), that every single one of them was considered part of the same overall Train ability I created. I also realized that, even if I were to split up each individual train command into their own ability, it would be too much to fit onto the production facility's ability limit (31).
My main reasoning for wanting to swap training commands on the command card was to display a new icon and tooltip; however, I feel like it might be significantly better (albeit less appealing) to use a static icon for all units, with a dynamic tooltip instead, and spawn custom units through the sole use of triggers instead. I am unsure about how to work with the level system just yet, so I don't particularly know how I could make that work in an intuitive manner.
Changing build times, resource costs and supply costs are definitely possible, I don't know about changing the button tooltip and icons however, but it should be possible since you can change them when you upgrade them.
I can say from experience, or perhaps just lack of, that you can't use an upgrade to change it's "own" tooltip and Name. I was trying to use the same "Blank" upgrade multiple times, just so I could call it in a trigger, and making the only effect the upgrade have be to change it's own tooltip, name, and icon.
But for some reason when I tried to make the Level 2 version change the button info for the Level 3 version, it changed it immediately in the editor (The button itself). It may have been because I had it with a max level of 1, or perhaps I somehow tried to undo something and just hit it a couple of extra times, But I decided to go the Blizzard route and just make one upgrade for each upgrade level.
Forget most of what I just said. You can't use upgrades to change things more than once, because an upgrade does the same thing each level it's purchased. You could change upgrade levels with triggers, but it's probably better to simply make everything unique. Each Research ability can hold 30 researches, and each unit type can hold 32 abilities, so even using half of the ability slots on one building would give you plenty of combinations.
You can modify the icons through the use of triggers, however, you'd want to list the icons available for the to swap from somewhere though (like a dialog).
Really? That sounds super handy. If I can manipulate the icon of each train ability in the command card, the tooltip I believe can be made dynamic as well through referencing a string that users can manipulate (through a dialog). This would save requiring levels/upgrades (i think) and allow for any further unit manipulation (actor swaps, buffs, debuffs, other stats) to be done through the use of information stored by players, and implemented with triggers alone.
I hope to allow 3 players to individually control 4 buttons on a production facility command card, that they can customize to their desires. I want to allow them to modify the icon to match the appropriate actor/unit they use, and modify their tooltips. This seems like a really awesome start.
Is there an actual event that directly changes the icon in the card? Is it made globally available (or is it directed at a single unit, or single player?)
You'd use catalog trigger to modify it, however, remember that catalog changes are on a player specific basis. Note that i don't know the specifics of modifying icons and text, but i know it is possible.
Hello!
I am currently working on a special map that involves fully player-custom unit design and I need to find a way to create dynamic production facilities, that create new units when triggered. I'm curious if it is possible to change the name and icon of each button as well, to match the changing unit, though I am not convinced this is possible. Would changing the build time, resource, and supply costs be possible, though?
My current theory is to somehow make a special, custom train ability for each slot in the production facility, and bind it to a unit that can be changed in real-time somehow in-game. Is this possible?
If so, what would be a way to let players create custom units? (I can get into the nitty-gritty of the details on my own - I'm just trying to figure out how I can modify unit properties, save these changes somehow, and update it to production facilities seamlessly in-game)
If you have any input on either of these things, I'd really appreciate it!
Thank you!
Changing build times, resource costs and supply costs are definitely possible, I don't know about changing the button tooltip and icons however, but it should be possible since you can change them when you upgrade them. You'd want to use catalog triggers to achieve this.
Note that you cannot add or remove (you can hide them though) abilities from a unit in game, they have to be there already
The best way to create custom units is to modify their build costs and times using catalog triggers, and then upon unit creation add behaviors to modify it's damage and armor, and the set unit property action to modify it's health speed, and other properties.
Also Note that catalog changes are on a per player basis for a unit type. so giving another player units will modify their supply and built times.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Oh, okay! Since I cannot find a way to change unit models in-game, would you think that it would be better to have training abilities made for many different units, and show/hide them as necessary to show a visual change? Also - would showing/hiding these changes be possible in the same command card slot? (So, hide one train command for a marine, for a stalker train command in the same place)
I also found a potential method of "modifying" information stored in the tooltips, through data referencing. I'll look into this a little bit.
you can send a model swap actor msg to any unit. use levels (if possible) for your abilities. each level can have different button/tooltip. i made a system that was able to switch between any ability (max. 5) on a unit with 15 dummy abilities (instant, target, behaviour for each slot) abilities on that unit.
@FunkyUserName: Go
That's really cool to know. I may utilize the actor swap, and make unit production more trigger-focused than data editor focused.
Originally what I tried designing was a bunch of train commands on one command card, and tried overlapping them so they could be shown/hidden as necessary.
Unfortunately, I later realized (after I already had 4 tiles, stacked with 4 train commands each!), that every single one of them was considered part of the same overall Train ability I created. I also realized that, even if I were to split up each individual train command into their own ability, it would be too much to fit onto the production facility's ability limit (31).
My main reasoning for wanting to swap training commands on the command card was to display a new icon and tooltip; however, I feel like it might be significantly better (albeit less appealing) to use a static icon for all units, with a dynamic tooltip instead, and spawn custom units through the sole use of triggers instead. I am unsure about how to work with the level system just yet, so I don't particularly know how I could make that work in an intuitive manner.
I can say from experience, or perhaps just lack of, that you can't use an upgrade to change it's "own" tooltip and Name. I was trying to use the same "Blank" upgrade multiple times, just so I could call it in a trigger, and making the only effect the upgrade have be to change it's own tooltip, name, and icon.
But for some reason when I tried to make the Level 2 version change the button info for the Level 3 version, it changed it immediately in the editor (The button itself). It may have been because I had it with a max level of 1, or perhaps I somehow tried to undo something and just hit it a couple of extra times, But I decided to go the Blizzard route and just make one upgrade for each upgrade level.
@BigDonRob: Go
Forget most of what I just said. You can't use upgrades to change things more than once, because an upgrade does the same thing each level it's purchased. You could change upgrade levels with triggers, but it's probably better to simply make everything unique. Each Research ability can hold 30 researches, and each unit type can hold 32 abilities, so even using half of the ability slots on one building would give you plenty of combinations.
@hardball69: Go
You can modify the icons through the use of triggers, however, you'd want to list the icons available for the to swap from somewhere though (like a dialog).
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Really? That sounds super handy. If I can manipulate the icon of each train ability in the command card, the tooltip I believe can be made dynamic as well through referencing a string that users can manipulate (through a dialog). This would save requiring levels/upgrades (i think) and allow for any further unit manipulation (actor swaps, buffs, debuffs, other stats) to be done through the use of information stored by players, and implemented with triggers alone.
I hope to allow 3 players to individually control 4 buttons on a production facility command card, that they can customize to their desires. I want to allow them to modify the icon to match the appropriate actor/unit they use, and modify their tooltips. This seems like a really awesome start.
Is there an actual event that directly changes the icon in the card? Is it made globally available (or is it directed at a single unit, or single player?)
You'd use catalog trigger to modify it, however, remember that catalog changes are on a player specific basis. Note that i don't know the specifics of modifying icons and text, but i know it is possible.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)