EnableUpgradeAbilityEventsUnit-AnyUnitdiesLocalVariablesConditions(Ownerof(Triggeringunit))==10(Unittypeof(Triggeringunit))==OmegaliskActionsUI-Display"Your Units are now Upgradable!"for(Allplayers)toDirectiveareaTechTree-SetEnableResearchupgradelevelto1forplayer1General-Wait5.0GameTimesecondsUI-ClearDirectiveMessagesfor(Allplayers)
Err, what goes into the Ability and Ability Command tabs..?
Not in the Unit Settings, but in the Research Ability ("Evolution Chamber - Research (Evolution Chamber)") .
There you have to Double-Click on the right side of window in the Ability Tab on your Command.
And then Select under "Requirement" your Requirement ("research Is Enabled").
Select on the left half of the Window very on the top (under the Buttons) from the List "Data Types" (at the Moment "Upgrades") the Item "Requirements"
Add new Object (new Requirement) and select it
Then add on the right side down under "Requirement" to the "Show" node a new requirement Node of Type "Count Upgrade" [like in Point 5 before]
Select in the Alias List your created Upgrade ("Enable Research")
Set State to "Completed"
Go to your Research Ability
Select on thr right Side the Ability Tab
Double-click on the Research Command wich should be enabled with the Kill
Select in the List under "Info - Button - Requirement" your created Requirement ("Research Is enabled")
Done, now the Research Command is only available, if the "Enable Research" Upgrade is researched...
nvm that i've copied it from above (was too lazy to type it again...)
Create a new Requirement (e.g. "Research Is enabled")
Double click on the Requirement Property (or Requirement - Node Link)
Add to the node "Show" a new requirement Node of Type "Count Upgrade"
Select in the Alias List your created Upgrade ("Enable Research")
Set State to "Completed"
Now go to your Research Ability
Double Click on the "Ability - Info" Property (or "Ability - info - Button - Requirements")
Double-click in the opened Window on the Research Command wich should be enabled with the Kill
Select in the List under "Info - Button - Requirement" your created Requirement ("Research Is enabled")
Done, now the Research Command is only available, if the "Enable Research" Upgrade is researched...
Now the Trigger part: This should look like this:
EnableUpgradeAbilityEventsUnit-AnyUnitdiesLocalVariablesConditions(Ownerof(Triggeringunit))==10(Unittypeof(Triggeringunit))==OmegaliskActionsUI-Display"Your Units are now Upgradable!"for(Allplayers)toDirectiveareaTechTree-SetEnableResearchupgradelevelto1forplayer1General-Wait5.0GameTimesecondsUI-ClearDirectiveMessagesfor(Allplayers)
This should do the job jo want...
BTW:
You can insert then the Player wich killed the Unit (Killing Player or Owner of (Killing Unit) ), so that only the Player, wich killed the Omegalisk can research...
One possibility is to create a trigger that fires every time a unit is spawned and enables the Ability for this unit. (Nothing I would do ;) )
The other is to create a Upgrade or Behavior wich enables the Ability (via a Validator).
This would effect that the Ability is always visible but only useable if you have researched the Upgrade/enabled the Behaviour (like e.g. the Cloak ability of the Banshee).
You wont need the Hide Trigger and research can then be done by the "Unit dies" Trigger.
Maybe there are other Ways. But I don't know them... :)
Triggering Unit is the ultralist, wich is dying. Picked Unit is the unit you want here... ;-)
But with your code, only the Units wich are on the Map at the Moment of the Kill can be upgraded (because only for those the Ability is set visible). Is this what you want?
Cheers Then
@Mesden: Go
Jepp.
Command Type: Ability Command
Requirements: (None)
Ability: Evolution Chamber - Research (Evolution Chamber)
Ability Command: Evolve Missile Attack Level 1
This will give your unit the Command Button to research Attack...
Cheers Then
@Mesden: Go
I ment it must look like in the attachment...
Trigger is as I written above:
@Mesden: Go
Sorry, made a mistake. In the Requirement "Research is Enabled" the requirement node must be under "Use" and not under "Show"...
Not in the Unit Settings, but in the Research Ability ("Evolution Chamber - Research (Evolution Chamber)") .
There you have to Double-Click on the right side of window in the Ability Tab on your Command. And then Select under "Requirement" your Requirement ("research Is Enabled").
Cheers Then
Edit:
Ok, no. Wait...
@Mesden: Go
Because there is already a Node...
Select it, set Alias to "Enable Research" and state to "Completed"
@Mesden: Go
ahh, ok. one moment...
Edit:
nvm that i've copied it from above (was too lazy to type it again...)
Cheers Then
@Mesden: Go
Huh? Can you make a Screenshot?
In the Data Editor under "Requirements".
It's a Object Type (Data Type) like Abilities and Upgrades...
@Mesden: Go
First the Data Editor part:
Now the Trigger part: This should look like this:
This should do the job jo want...
BTW:
You can insert then the Player wich killed the Unit (Killing Player or Owner of (Killing Unit) ), so that only the Player, wich killed the Omegalisk can research...
Cheers Then
Phuu, ok.
You want to enable a research Ability, right?
@Mesden: Go
That will be a bit complicating...
One possibility is to create a trigger that fires every time a unit is spawned and enables the Ability for this unit. (Nothing I would do ;) )
The other is to create a Upgrade or Behavior wich enables the Ability (via a Validator).
This would effect that the Ability is always visible but only useable if you have researched the Upgrade/enabled the Behaviour (like e.g. the Cloak ability of the Banshee).
You wont need the Hide Trigger and research can then be done by the "Unit dies" Trigger.
Maybe there are other Ways. But I don't know them... :)
Cheers Then
@Mesden: Go
:-)
Doas it work now?
To your Problem:
Triggering Unit is the ultralist, wich is dying.
Picked Unit is the unit you want here... ;-)
But with your code, only the Units wich are on the Map at the Moment of the Kill can be upgraded (because only for those the Ability is set visible). Is this what you want?
Cheers Then