All come into play giving the desired effect. However, that does not allow me to get this same effect when learning new abilities via the Hero Learn ability. Any ideas about that one?
I am using a learn ability to get the levels of the ability in question. Eventually I would like to do this with my learn ability too, but again once I can get the requirements to work it will transfer to a lot of different stuff.
Requirement: SummonZerglingRequirement
Use
Show
- Equals
- - Count Ability SummonZergling Completed at Unit
- - Constant 2
Then on my hero's command card I have:
Button: SummonZerglingButton
Command Type: Ability Command
Requirement: SummonZerglingRequirement
Ability: SummonZergling
Ability Command:
However, the button still shows up even if the ability is only level 1. Any ideas?
I am working with Requirements and there are two different sets of requirements: Use and Show. I am trying to create a requirement to stop a button from being shown. However, the requirement I have created using the Show requirement section doesn't appear doesn't seem to have any effect on a unit's command card.
Anyone know how to make a requirement that hides a button from a unit's command card?
[edit]
To clearify I am trying to use multiple different buttons for a single ability command. So on the command card I could place multiple buttons on that slot, and then show / hide them based on the level of the ability. I know the requirement syntax for detecting ability level, i just can't seem to hide a button based on that.
[/edit]
How can I setup different buttons for each level of an ability? I have the learning / using completed. However I would like to create a button for each level of the ability so that the tooltips are more accurate. Has anyone been able to do this?
From what I assume, it should change the button on my hero's command card using the settings in these data fields when an ability increases in level. However, changing them doesn't seem to have any effect. How can I get this effect?
In my map I have a level requirement on learning new abilities. I have it setup so that it is a large "or" statement covering all levels. However, I want it to say in the requirement tooltip:
Requires hero level 4
Or whatever the currently required hero level is. Any idea how to do this?
I just solved this by adding a buff to each summoned unit "New Summon" that has a 1 second duration, it then checks for that buff prior to killing the unit.
I apologize for the unclear explanation. This is what I am trying to do:
I click the button on the summon ability
the trigger checks for any existing units of that type
- if any exist, kill them
spawn the units
However, in the trigger editor if you use:
Event: Unit - Any Unit is issued an order to Hero Summon
Action: Unit Group - For each unit unit in (Zergling units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) do:
- Kill Unit unit
That will kill even the newly summoned zergling. How do I prevent this from happening? How do I kill the existing ones prior to the new ones being summoned?
I have an ability on one of my heroes that spawns units. I am trying to make it so that when he activates the ability it first kills all units of that type that are currently alive, then spawn the units. Basically I am looking for a "max" on the number of units that are spawned. As of now, I have tried detecting the order issued but that seems to trigger after the units have already been spawned.
If anyone has any tips as to how to do this, it would be awesome.
I am working with two other guys developing a map and we are having issues working on the same map at the same time. I have tried using subversion but that doesn't seem to work as you cannot save a map to a sc2components directly for some reason.
If anyone is having success working with a team on a single map I would love to have any tips.
I am trying to adapt this to another unit but I am having issues. The attack works just fine, as in it does damage and the impact effect, but there is no tentacle. I followed the most recent guide so I hope it's just something really stupid >.<
I have attached my map. Any ideas?
[edit]I forgot I renamed a bunch of stuff, attached is also a list of translations[/edit]
0
Alright, I messed around with this some more. At level 1 the ability uses the default button that is setup. However, at level 2+ the settings in:
Command Card - Level Button - Image
Command Card - Level Button - Name
Command Card - Level Button - Tooltip
All come into play giving the desired effect. However, that does not allow me to get this same effect when learning new abilities via the Hero Learn ability. Any ideas about that one?
0
I am using a learn ability to get the levels of the ability in question. Eventually I would like to do this with my learn ability too, but again once I can get the requirements to work it will transfer to a lot of different stuff.
Here is some SS's of my editor
0
What I have is:
Requirement: SummonZerglingRequirement
Use
Show
- Equals
- - Count Ability SummonZergling Completed at Unit
- - Constant 2
Then on my hero's command card I have:
Button: SummonZerglingButton
Command Type: Ability Command
Requirement: SummonZerglingRequirement
Ability: SummonZergling
Ability Command:
However, the button still shows up even if the ability is only level 1. Any ideas?
0
I am working with Requirements and there are two different sets of requirements: Use and Show. I am trying to create a requirement to stop a button from being shown. However, the requirement I have created using the Show requirement section doesn't appear doesn't seem to have any effect on a unit's command card.
Anyone know how to make a requirement that hides a button from a unit's command card?
[edit]
To clearify I am trying to use multiple different buttons for a single ability command. So on the command card I could place multiple buttons on that slot, and then show / hide them based on the level of the ability. I know the requirement syntax for detecting ability level, i just can't seem to hide a button based on that.
[/edit]
0
There is a command card option in ability. It allows you to set name / icon / tooltip, however it doesn't seem to do anything.
0
How can I setup different buttons for each level of an ability? I have the learning / using completed. However I would like to create a button for each level of the ability so that the tooltips are more accurate. Has anyone been able to do this?
0
In the data editor when modifying an ability (Effect - Instant) there is a setting for:
Command Card - Level Button - Image Command Card - Level Button - Name Command Card - Level Button - Tooltip
From what I assume, it should change the button on my hero's command card using the settings in these data fields when an ability increases in level. However, changing them doesn't seem to have any effect. How can I get this effect?
0
In my map I have a level requirement on learning new abilities. I have it setup so that it is a large "or" statement covering all levels. However, I want it to say in the requirement tooltip:
Requires hero level 4
Or whatever the currently required hero level is. Any idea how to do this?
0
I just solved this by adding a buff to each summoned unit "New Summon" that has a 1 second duration, it then checks for that buff prior to killing the unit.
0
I apologize for the unclear explanation. This is what I am trying to do:
I click the button on the summon ability
the trigger checks for any existing units of that type
- if any exist, kill them
spawn the units
However, in the trigger editor if you use:
Event: Unit - Any Unit is issued an order to Hero Summon
Action: Unit Group - For each unit unit in (Zergling units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) do:
- Kill Unit unit
That will kill even the newly summoned zergling. How do I prevent this from happening? How do I kill the existing ones prior to the new ones being summoned?
0
I have an ability on one of my heroes that spawns units. I am trying to make it so that when he activates the ability it first kills all units of that type that are currently alive, then spawn the units. Basically I am looking for a "max" on the number of units that are spawned. As of now, I have tried detecting the order issued but that seems to trigger after the units have already been spawned.
If anyone has any tips as to how to do this, it would be awesome.
0
I am working with two other guys developing a map and we are having issues working on the same map at the same time. I have tried using subversion but that doesn't seem to work as you cannot save a map to a sc2components directly for some reason.
If anyone is having success working with a team on a single map I would love to have any tips.
0
oh my god that is amazing! Thank you so much! I look forward to reading your PM so I can know exactly what I did wrong.
0
I am trying to adapt this to another unit but I am having issues. The attack works just fine, as in it does damage and the impact effect, but there is no tentacle. I followed the most recent guide so I hope it's just something really stupid >.<
I have attached my map. Any ideas?
[edit]I forgot I renamed a bunch of stuff, attached is also a list of translations[/edit]