The upgrade doesn't show up in the upgrade drop down box (Right before the "Connect everything" section in the walkthrough). Anyone have any idea why it doesn't?
Ok... I can't get custom upgrades to work at all. Here's what I'm doing, 1) duplicate terran infantry upgrade. 2) Set max level of the copy to 255 3) set the engineering bay ability to use the copy.
Not sure why it isn't showing up for you. I duplicated your Bunker Upgrade (minus the Effects since I don't know what those are) and then went to the "Engineering Bay - Research (Engineering Bay)" Ability, added a new Research item, went down to the bottom under "Upgrade" and it appeared right in the list for me.
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Uberlisk Creation Guide
Link always provides the most recent version of the guide!
Updated on 6/1/2010
Great tutorial, works perfectly, except for one thing.
Setting the max number of upgrades to 5 in the Upgrade data type works fine, it will only go up five times. However, the button to perform the upgrade remains, allowing me to consume additional resources to perform a sixth upgrade, and when it's done the upgrade will remain at level 5 (which is good). How can I make that button go away once the upgrade is at level 5? I suppose I could use a Requirement, but that's ugly and I'd rather it just dissapear.
Edit: Problem solved. I was a) putting the requirement nodes under "Use" instead of "Show", which resulted in the ugly error, and b) I added a requirement node to check and see if the upgrade was completed 4 or less times. You should edit and mention these two things.
I would love to know this too. I too am trying to get Upgrades that only affect a single Unit, like the Turrets in Overrun! for example.
I want to be able ot upgrade each of my units seperatly.
Ok I got it working strictly in the data editor. So far I've done it with 2 kinds of towers with 5 upgardes each. Tower A and Tower B.
All origonal units, actors, effects, weapons, abilities, buttons was made from scratch. I did not dublicate anything to make my funcional towers/builder. I hate all the duplication tutorial video's out there. It's really a shame because it's much easier and much less a headache just making new everything instead.
So I have my Tower A, it can be upgraded 5 times. Each time increases it's damage and the Final upgrade increases damage, range, speed, and it's effects. and it works great after some learning pains.
For each upgrade, it's actually a whole new UNIT, ACTOR (UNIT and ACTION respectively), WEAPON, EFFECTS (DAMAGE and LAUNCH). you can actually duplicate them. Just make as many as you are having upgrades for that tower. Duplicating these are fine if you made them from scratch cause you need pretty much the same things just with very minor tweeks for the effects and maybe models and some stats per upgrade.
Example: Tower A will have 2 upgrades. So duplicate the UNIT "Tower A" and just rename the -
'Tower A copy' and 'Tower A copy 2' to
Tower A Level 2 and Tower A Level 3
(obviously you can name it however you want). I'm really against duplicating, but if you are duplicating your own creations, you know exactly what was in there, so there's no headache.
Duplicating tips - When I had to dublicate my towers. I did it without the attachements. Meaning when I did Units, I didn't have anything checked but the main unit. All effects, weapons, abilities actors, etc.. was not checked. I just went into actors after and duplicated the actors I needed without having anything checked.
ok.. now that we have all our stuff duplicated. (UNIT - ACTORS (2 kinds - Action(weapons) and Unit(tower model)) - BUTTONS - WEAPON - EFFECTS (2 kinds - Launch and Damage (I really like projectiles in TD games)) One thing you do not need to duplicate is your projectile UNIT unless you want a different kind for the upgrades. You can change the effects in the ACTOR (Action) without changing anything else to make your newly upgraded towers look, sound and feel different from their previous iterations.
Now the only thing you need to do before you start fixing the few damage/range/speed values and linking the units to the duplicated effects/weapons/buttons is make morph abilities for each upgrade.
Under abilities create a new morph ability, you only need to input 4 fields here.
Ability Command +, -- sets up your button, pretty straight forward.
Ability Info + -- links the morph abiliy to the unit it morphs into (select the Tower unit (TOWER A LEVEL 2) you want your old tower to turn into (can also set the length of time for the upgrade here aswell)
Costs + - how much the upgrade costs.
Stats - Flags (Ignore Placement, Show Progess, Ignore Unit Cost) have everything else unchecked
It's really important you link all your dublicated effects to your weapon - your weapon to your unit - your actors to your unit and weapon - your new morph abiliy to your units, then setup the abilitiy of your unit
Ability - Abilities + - give your unit the new upgrade tower ability (morph)
Ability - Command Card + - set up your button.
If you followed the order in doing everything in the way I wrote it here, you shouldn't have any problems if you have a decent working knowledge of linking all your stuff properly. This little instruction set should work fine.
EDIT: Added "Ignore Unit Costs" in the morph ability STATS:FLAGS
In my map (Overrun!!) I have the turrets working like this, like you said. Took me a while to figure out the best way to do it. Basically I have 12 Abilities for each type of turret (4 types of upgrades and 3 levels for each). The ability runs an effect that applies a behavior to the turret, increasing its stats.
Once you arrange the abilities on the command card and set up the requirements for them, it becomes a pretty good upgrade system. Granted, it takes a lot of custom abilities/effects/behaviors for each new turret type, but those are the breaks. :) Good luck
How do you set behaviors into this? I basically have 1 ability per tower ugprade and don't see the benifit of attatching a buff behavior. Ive read from various places that for upgrading single units to use behaviors, but when setting it up, my turrets just turned into unclickable, non-shooting modeless white balls.
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