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    posted a message on Custom Hero ability questions

    @gemGreg: Go

    Let me break this down a little better.

    I created an ability of type research called "Psi Sniper Upgrades", gave it it's own button and placed it on my hero. That part works fine. I click the button and it brings up the next command card. No problem. I made the first command on "Psi Sniper Upgrades" link to a button called "Research EMP Round" and an upgrade of similar name. I did the same thing for the button and upgrade of "Research Firestorm Spell". They appear on the window fine, but I gave each individual command a different cost. The first one got a cost of 50 and the second a cost of 200 minerals, but in the test game they both come up as 50. Also, I wanted the buttons to disappear as I researched them so I made learning requirements of logic "!CountUpgrade(EMP Round,queued or better)" for both upgrades in the "show" area and linked them to their commands accordingly. Problem is they don't make the research buttons go away, they make the sub-menu button go away. I have no idea how that happened, since I don't reference the sub-menu button in either command or even in the entire ability. So now I have upgrades that cost the same thing no matter what I do and buttons that don't go away or else I lose my entire sub-menu window.

    Posted in: Miscellaneous Development
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    posted a message on RPG Map, could use help

    @Vanished131: Go

    I'd like to get the mechanics worked out before I start worrying as much about the story. The classes are probably going to be the most complicated thing in this map so I'm trying to hash them out first, but it's tedious.

    The problem with the sub-menu isn't really the sub-menu itself. The command card works fine and I can get into my menu no problem. I created an ability of research type called "Psi Sniper Upgrades" and a button of the same name that serves as the sub-menu entrance. I set the first command in the "Psi Sniper Upgrades" to my first researched ability, which was just making the player learn the EMP round. That worked out beautifully. I tested it and it worked. Next I added the "Firestorm" research button into the sub-menu, made an ability for it, and put it in the second command under the "Psi Sniper Upgrades" abilities. It appeared fine in the sub-menu, but mysteriously it had the same research cost as the EMP Rounds. I checked the costs I assigned to them, they were correct. EMP should be 50 minerals and Firestorm 200, but in the test game they're both 50. I also noticed that the buttons don't go away when you research an ability. That's fine, I go into the requirements tab and make requirements with logic "!CountUpgrade(EMP Round,queued or better)" for both abilities, went back into the research ability and set them accordingly. I go back and test it. I research EMP rounds and bam, the sub-menu button disappears. Huh? Why the sub-menu button and not the research EMP round button? Sort of at a loss for the moment on how to fix this, since I'm not entirely sure where I went wrong.

    Posted in: Team Recruitment
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    posted a message on Custom Hero ability questions

    @gemGreg: Go

    1) I left the requirement on the command card empty. I applied the requirement to ability itself and created a custom requirement for said ability. The requirement I added actually works, but getting rid of the old one didn't. If there's an actor or effect on the ability that requires it to be tied to a magazine then I don't know what it is or how to change it, but the requirement itself I modified successfully. Also, I still need someone to tell me how to work my sub-menus correctly. I have a button that links to a sub-menu. The menu opens fine and I can see the abilities I put in there no problem, but they're all the same cost, the cost of the first one on the list when I made the ability for said sub-menu. Also, I can't get the buttons to disappear as I research them. They research fine and I copied the "learn this thingy" requirements to get the buttons to go away, but all that does is make the sub-menu top button disappear no matter which ability I learn, so I couldn't learn more if I wanted to. I'm not quite sure where I went wrong.

    2) Gotcha, thanks

    Edit: Alright, I lied. I think I have the behavior sorted and the effect, but I'm at a loss as to how to set up the ability.

    Posted in: Miscellaneous Development
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    posted a message on Custom Hero ability questions

    @RockJohnAxe: Go

    1. Command card isn't the issue. I made sure to create custom buttons for all the abilities I'm going to be changing. I've only been using the editor for a whole 3 hours. Also, any ideas on my sub-menus? Not only does the first option set the prices for all of the, but I can't get the buttons to disappear when a new ability is learned. Instead the entire menu disappears, which is annoying.

    2. I'll look into that, but I'm even newer to validators than you are. We'll see how it goes.

    Posted in: Miscellaneous Development
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    posted a message on RPG Map, could use help

    I'm fairly new to the SC2 map editor, but I used the SC 1 editor with great effect for years and I'm determined to master this one as well. I'm starting off making an RPG map based around 4 hero characters. The players will gain experience and minerals with every kill to buy equipment and upgrades and I intend to make full use the equipment tabs. Right now I'm stumbling around with my heroes abilities. Working on the first class and I'm trying not to get ultra complicated. Here's what I had in mind:

    Classes:

    Psi Sniper(ghost): Abilities: Firestorm(nuke), cloaking, snipe, emp round

    Psi Mutant(Hydralisk): Abilities: Burrow, broodling, recommendations welcome

    Psi Assassin(Dark Templar): Abilities: Perma cloak, Blink attack, assassinate(high damage single target attack), duplicate

    Psi Soldier(Zealot): Abilities: Barrier, berserk(stim pack), self heal(combat), surge(point blank area attack)

    4 players maximum, 1 of each class, all heroes will respawn upon death with gear and experience in tact. This is going to be a fairly large map with several bosses that the players must defeat before fighting a final boss that will end the game. Will probably be a lengthy game. Right now I need the most help messing with abilities. The triggers for the rest of the map should be fairly simple. The only trick will be figuring out a way to respawn enemies so that the players can continue to level up.

    The abilities I'm struggling with now are firestorm and self healing and my upgrades tab is giving me ulcers. I cloned the nuke call spell and changed its requirements, but I can't seem to get rid of it's dependence on the ghost academy magazine. I need a passive self healing ability for all classes that gives high energy and health regen out of combat only. I can get a sub-menu working with my custom buttons, but the upgrades inside the sub menu all have the same mineral cost no matter how I set them. The first upgrade on the list seems to dictate all of them. I also can't get the buttons to disappear when an upgrade is finished. When I set my learn requirements the entire top menu button disappears with the first upgrade you research. Quite annoying. Any thoughts, comments, or help would be greatly appreciated.

    Posted in: Team Recruitment
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    posted a message on Custom Hero ability questions

    Alright, so I've been pouring over the data windows for the passed 3 hours, learning most of the things I've managed to do by referencing pre-existing abilities. However that can only get me so far. Here are my questions:

    1) I copied the "Nuclear Strike" ability for ghosts with the intention of modifying it so it did not require a magazine with missiles in it, only to be researched with a long cool down. I got the research requirement working, but I can't seem to get rid of the silo/magazine requirement and I have no idea where to look. When I test it it still comes up grayed out with a 0 next to it. And my research cost seems to be fixed at 50 minerals, even though I set it to 200. Other abilities on the same tab have a 50 mineral cost, but why is it setting that cost for the entire tab instead of just the single ability I set it to?

    2) I need to make a passive ability where a hero regenerates health and energy at a high rate, but only while not cloaked and not in combat. Again, no idea where to look.

    Posted in: Miscellaneous Development
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