Make sure to add the unit and its button to the Train Ability associated with your structure. Then on the CC click the green "+ x" thing and select the button, then Ability Command -> Train Unit -> Unit to Train.
NOTE: Requirements will deny you button access, so will not having the train ability associated with the structure.
If you can't figure it out, start a new map and check you data editor settings for the working building.
Yes I have 10 in one slot for instance, but when I buy one, it reverts back to command card 1. It's annoying if you are trying to buy more than one upgrade at a time you must keep clicking back and forth between the command cards.
I have a button to go to command card 2 where I have several upgrades. When I click an upgrade it puts me back on Command Card 1. I want it to stay on command card 2 until the player exits manually. Is this possible?
Duplicate, Check the box for "Actors" "Effects" and "Weapons"
I do this because I usually modify things like the damage or weapons to differentiate my "boss" units from their standard counterparts. Be sure to rename the unit and weapons accordingly.
I want to have a condition where the trigger only spawns units if the total unit count of a player is less than a given value. The only function I can find however is found Unit Type of Unit and not for a total number of units. Is it possible to do this and how would it be done?
I've had issues with the Hellfire Missile Pods for the Missile Turret. I learn the upgrade but it's in the "disabled" state. What else must I do to "enable" the use of these weapons?
I've tried setting the upgrade weapons Option of Disabled:Enable to both "Disabled" and "Enabled" and neither seem to make the weapon turn on.
I know this picture shows the Shrike Turret, my mistake, but the settings are the same on my Hellfire Pods
I don't want to just manually change the Disabled Flag to Enabled on the weapon, I want to change it through the upgrade.
I thought there was an upgrade from the story that allowed units inside the bunker to have +1 range. If there is/isn't where do I need to look to implement this?
I'm trying to implement the Shrike Turret as a buyable upgrade in a custom map. I might have "goofed" it up when doing so. When I buy the upgrade in game, I get the bunker->shrike turret model to show correctly. However, the turret does not rotate, the bunker does not get an attack button on it's CC and I cannot use the turret to attack anything. I know there is a behavior/effect required at some place to make it work correctly.
So I was hoping someone could write a quick step by step of making the Shrike Turret work, I don't want to simply "give player 1 the story-mode tech upgrade through the trigger" method because I am trying to make it a buyable upgrade, and at this point I may have broken it by mistake.
You may have to look into it more with the Marauder's effects. One of them is the (set). You may have to go about this a different way with a separate set per level. I did this when I created my drop pod ability. I had a different set of sets for each level of the ability.
0
@Morne: Go
Make sure to add the unit and its button to the Train Ability associated with your structure. Then on the CC click the green "+ x" thing and select the button, then Ability Command -> Train Unit -> Unit to Train.
NOTE: Requirements will deny you button access, so will not having the train ability associated with the structure.
If you can't figure it out, start a new map and check you data editor settings for the working building.
0
Bump, any help on this?
0
@wowacesucksmassivekok: Go
Yes I have 10 in one slot for instance, but when I buy one, it reverts back to command card 1. It's annoying if you are trying to buy more than one upgrade at a time you must keep clicking back and forth between the command cards.
0
I have a button to go to command card 2 where I have several upgrades. When I click an upgrade it puts me back on Command Card 1. I want it to stay on command card 2 until the player exits manually. Is this possible?
0
The way I do it:
Duplicate, Check the box for "Actors" "Effects" and "Weapons"
I do this because I usually modify things like the damage or weapons to differentiate my "boss" units from their standard counterparts. Be sure to rename the unit and weapons accordingly.
Done.
0
I'm not seeing Number of Living units, any suggestions?
Edit: never mind, got it! Thanks
0
I want to have a condition where the trigger only spawns units if the total unit count of a player is less than a given value. The only function I can find however is found Unit Type of Unit and not for a total number of units. Is it possible to do this and how would it be done?
0
I've had issues with the Hellfire Missile Pods for the Missile Turret. I learn the upgrade but it's in the "disabled" state. What else must I do to "enable" the use of these weapons?
I've tried setting the upgrade weapons Option of Disabled:Enable to both "Disabled" and "Enabled" and neither seem to make the weapon turn on.
I know this picture shows the Shrike Turret, my mistake, but the settings are the same on my Hellfire Pods
I don't want to just manually change the Disabled Flag to Enabled on the weapon, I want to change it through the upgrade.
0
I'm sure this has been posted 100 times so I'll make this the 101st. Feel free to delete if this is "old".
http://funpresident.com/2009/06/starcraft-karrigan-breeding-of-a-sculpture/
0
bump
0
bump
0
I thought there was an upgrade from the story that allowed units inside the bunker to have +1 range. If there is/isn't where do I need to look to implement this?
0
I'm trying to implement the Shrike Turret as a buyable upgrade in a custom map. I might have "goofed" it up when doing so. When I buy the upgrade in game, I get the bunker->shrike turret model to show correctly. However, the turret does not rotate, the bunker does not get an attack button on it's CC and I cannot use the turret to attack anything. I know there is a behavior/effect required at some place to make it work correctly.
So I was hoping someone could write a quick step by step of making the Shrike Turret work, I don't want to simply "give player 1 the story-mode tech upgrade through the trigger" method because I am trying to make it a buyable upgrade, and at this point I may have broken it by mistake.
0
You may have to look into it more with the Marauder's effects. One of them is the (set). You may have to go about this a different way with a separate set per level. I did this when I created my drop pod ability. I had a different set of sets for each level of the ability.
0
You may also want to look into moving your thread into the "Project Workplace" section of the forums as your first goal.