On your requirement you should remove the nodes within "Use", unless you want something to "grey out" the button. You don't need to add an effect to the upgrade, it already works as it is.
@spy46: Go Yes, using a "no" makes your "count upgrade" do the opposite check. The logic behind it is simple, in the "show" area you included a "count upgrade" check, so you're telling the game to only show your button if the upgrade has been started, so it won't show the upgrade and you won't be able to start it.
But if you create a "no" and include a "count upgrade" in it, you're telling the game to only show the button when there's no upgrade of that type going on, and that's what you want.
@spy46: Go Don't panic, it's still an upgrade like all others. The effect it causes is different, but the requirements and the way a player will research it is the same. Like I told you before this upgrade will work just like in the campaign, you don't need to worry about the details.
I know a few people in your situation, so I understand it. If you need images, then images is what you get. Here's one to show you how you upgrade's requirement is supposed to be:
@spy46: Go I just started to believe you're trolling. You keep having problems we (most DrSuperEvil actually) already told you how to fix. If can't follow the instructions here you need to learn a lot about the editor. I suggest you read more tutorials and other sources of information.
@DrSuperEvil: Go There's no need to create a new upgrade, just use 'Story Mode Tech - (Command Center) Fire-Suppression System'. By using this upgrade there's no need to create a new requirement to enable/disable the behavior.
I believe most of the Terran structures already have the proper behavior if you add the campaign dependencies, if not, just find one that does, check which behaviors it has and give those to all structures you want.
EDIT: There's a nice colored icon for it in the Left2Die mod if you don't want to use the original one.
If you use the original campaign upgrade everything will work just fine. You only need to add it to a research ability, create the button and give them to the structure that is going to research it, everything else is in place.
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On your requirement you should remove the nodes within "Use", unless you want something to "grey out" the button. You don't need to add an effect to the upgrade, it already works as it is.
@spy46: Go Yes, using a "no" makes your "count upgrade" do the opposite check. The logic behind it is simple, in the "show" area you included a "count upgrade" check, so you're telling the game to only show your button if the upgrade has been started, so it won't show the upgrade and you won't be able to start it.
But if you create a "no" and include a "count upgrade" in it, you're telling the game to only show the button when there's no upgrade of that type going on, and that's what you want.
@spy46: Go Don't panic, it's still an upgrade like all others. The effect it causes is different, but the requirements and the way a player will research it is the same. Like I told you before this upgrade will work just like in the campaign, you don't need to worry about the details.
I know a few people in your situation, so I understand it. If you need images, then images is what you get. Here's one to show you how you upgrade's requirement is supposed to be:
@spy46: Go I just started to believe you're trolling. You keep having problems we (most DrSuperEvil actually) already told you how to fix. If can't follow the instructions here you need to learn a lot about the editor. I suggest you read more tutorials and other sources of information.
@spy46: Go Follow a tutorial, and describe where exactly you have trouble.
@DrSuperEvil: Go There's no need to create a new upgrade, just use 'Story Mode Tech - (Command Center) Fire-Suppression System'. By using this upgrade there's no need to create a new requirement to enable/disable the behavior.
I believe most of the Terran structures already have the proper behavior if you add the campaign dependencies, if not, just find one that does, check which behaviors it has and give those to all structures you want.
EDIT: There's a nice colored icon for it in the Left2Die mod if you don't want to use the original one.
If you use the original campaign upgrade everything will work just fine. You only need to add it to a research ability, create the button and give them to the structure that is going to research it, everything else is in place.