Objective: An ability "Hunt" that increases movement speed/damage and gets stronger with each of its 4 levels. Nothing should be displayed on the command card of the predator until the "learn" ability on submenu 2, which includes hunt, 1,2,3,4, , is activated. The button that then appears on the command card of the predator should change with every level. The ability should have infinite charges with just a cooldown.
Problem: I have the ability and all 4 levels. I have the learn ability working as well. I even have it to where nothing is on the command card until the first level of it is learned! The problem is that the ability only seems to have one charge, and then disappears. Also, when I add charges and hide the count to make it seem like more, it doesn't change the button when the next level is learned. A final problem is that clicking the ability takes away mana (energy) but doesn't actually apply the buff...
Setup: I have 4 abilities of "behavior type" which is linked to the respective behavior 'buff'. I have a learn ability that allows each respective level to be used by the unit. I have some requirements I created that I'm sure are wrong...
Any help from where I am would be amazing. OR if there is just a different way of doing things, i.e. different ability types, or requirements, that would be awesome too.. I know this is possible because I see it in games, I just can't figure it out!
Would you mind attaching the map, so we can see, how you realized it?
Also, a little more information about the ability would be nice: Should it be passive? Probably not, because you mention a cooldown. Should it be toggle-able or should it just add a buff to the caster for a specific duration?
If you want the last one, you don't need 4 different abilities, just 1 ability of type Effect - Instant linking to 4 Apply Behavior effects, which again link to 4 different behaviors. Leveling up the ability will cause it to automatically use the next effect in line; also you can adjust the icons and tooltips in the command card for each level in the ability fields.
The charge/cooldown issue is probably caused by wrong settings in your Cost+ field, or by some interaction with the Behavior type ability, which should usually only be used for toggle-able abilities.
I have uploaded the map up top.. It's certainly a work in progress so be gentle :P trying to re-create hero wars from wc3 because there is no quality project actually on sc2 yet..
the requirements are all sorts of messed up i'm sure, they might not even be linked properly...
As for testing, if you want to see the problem ive explained up top, when you run the map, there will be 10 heroes on the bottom lane that you will see. The predator is the first and only hero I've worked with so far in creating custom abilities..
He has a passive double attack and evasion which work perfectly.. Its just the hunt command I'm having trouble with and you will see when you run it.. For quick testing, type " -exp2 " to quickly put predator to level 2, -exp4 for level 4, -exp6 for level 6, -exp10 for level 10. You need to do this as the level requirements do work.
It looks like the last post he had was over a year ago! It might be interesting to PM him to see if he is still interested in working on it.. Regardless, I plan on pushing forward with this as I have spent a decent amount of time with it already and plan to dedicate much more time! This is one of my hobbies :)
I would probably do it like this. As mentioned before, I use only one ability of type Effect - Instant and one requirement. Also I use a single button and let the ability handle the icon changes for higher levels.
Another problem arose, probably pretty simple to fix though... When the game starts, my 'predator' works fine, by which I mean you can click 'a' and then a point on the map and the attack function works properly... Once I learn any ability using my 'train predator' ability, this function stops working for some reason...
When i click 'a' and then a point on the map, my unit will run to the point, but wont attack any units that pass by him.. He may recognize they are there, and run to them for a quarter second, but quickly turns around and goes back to the point at which i clicked...
Normally I would think it is just a weapon configuration problem with scan range or something, but it starts messing up after I use an ability which has no effect on its weapon...? I don't think its glitching either because I've restarted my editor and it still happens.. Ideas?
Checking the Transient flag for the train ability should fix the first problem (it used to not work for learn abilities, but I am pretty sure that got fixed).
No idea, what causes your second problem, maybe your autocasting "passive" abilities?
Yes I am! Both of my passives, a double attack and evasion.. I auto cast these on learning them.. These are the only two abilities causing the problem as well.. Is autocasting a passive bad?
I'm trying to use this setup for creating multi-level abilities but am having some difficulties getting it to work. I downloaded the map that was attached earlier in this thread to try and follow along the Hunt ability to try and get my abilities to work in the same manner. However, like I said, it's not working and I can't figure out what I'm doing wrong. This is what I've done so far:
1. Created 4 Behaviors
2. Created 4 Effects (Each linking to the respective Behavior)
3. Created Ability Button and Train Ability Button
4. Created Ability - Added the 4 effects
5. Created Train Ability
6. Added Abilities to a Unit
7. Added Ability Buttons to Command Card
The question I do have about the Training Ability, within the learn info, what are the Links for each level refering to? (Abil/Hunt1, Abil/Hunt2, Abil/Hunt3, Abil/Hunt4)
So as far as I can tell, I've set everything up properly. The actual ability (level 1) is usable, however, the Train Ability button is greyed out.
I've attached the map I was testing this all in. Changing the Data source to the map will show all the work I've done thus far. Any pointers would be greatly appreciated!
Instead of making the buttons change you could always use variables in the button text description so the numerical stat values changes whenever the unit is upgraded. To get an idea of how to insert variables check out some of the buttons like cloak... you'll get a general idea of how to insert variables into flavor text so you wont have to make 11 billion buttons.
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Objective: An ability "Hunt" that increases movement speed/damage and gets stronger with each of its 4 levels. Nothing should be displayed on the command card of the predator until the "learn" ability on submenu 2, which includes hunt, 1,2,3,4, , is activated. The button that then appears on the command card of the predator should change with every level. The ability should have infinite charges with just a cooldown.
Problem: I have the ability and all 4 levels. I have the learn ability working as well. I even have it to where nothing is on the command card until the first level of it is learned! The problem is that the ability only seems to have one charge, and then disappears. Also, when I add charges and hide the count to make it seem like more, it doesn't change the button when the next level is learned. A final problem is that clicking the ability takes away mana (energy) but doesn't actually apply the buff...
Setup: I have 4 abilities of "behavior type" which is linked to the respective behavior 'buff'. I have a learn ability that allows each respective level to be used by the unit. I have some requirements I created that I'm sure are wrong...
Any help from where I am would be amazing. OR if there is just a different way of doing things, i.e. different ability types, or requirements, that would be awesome too.. I know this is possible because I see it in games, I just can't figure it out!
Would you mind attaching the map, so we can see, how you realized it?
Also, a little more information about the ability would be nice: Should it be passive? Probably not, because you mention a cooldown. Should it be toggle-able or should it just add a buff to the caster for a specific duration?
If you want the last one, you don't need 4 different abilities, just 1 ability of type Effect - Instant linking to 4 Apply Behavior effects, which again link to 4 different behaviors. Leveling up the ability will cause it to automatically use the next effect in line; also you can adjust the icons and tooltips in the command card for each level in the ability fields.
The charge/cooldown issue is probably caused by wrong settings in your Cost+ field, or by some interaction with the Behavior type ability, which should usually only be used for toggle-able abilities.
Either upload the map or upload a pic of your requirements. Odds are you are using equals to a constant and not the other variable.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I have uploaded the map up top.. It's certainly a work in progress so be gentle :P trying to re-create hero wars from wc3 because there is no quality project actually on sc2 yet..
the requirements are all sorts of messed up i'm sure, they might not even be linked properly... As for testing, if you want to see the problem ive explained up top, when you run the map, there will be 10 heroes on the bottom lane that you will see. The predator is the first and only hero I've worked with so far in creating custom abilities..
He has a passive double attack and evasion which work perfectly.. Its just the hunt command I'm having trouble with and you will see when you run it.. For quick testing, type " -exp2 " to quickly put predator to level 2, -exp4 for level 4, -exp6 for level 6, -exp10 for level 10. You need to do this as the level requirements do work.
Thanks for the help guys!
Just as a side note, there is already a hero wars project here.
@Kueken531: Go
It looks like the last post he had was over a year ago! It might be interesting to PM him to see if he is still interested in working on it.. Regardless, I plan on pushing forward with this as I have spent a decent amount of time with it already and plan to dedicate much more time! This is one of my hobbies :)
@DrSuperEvil: Go
Any ideas?
I would probably do it like this. As mentioned before, I use only one ability of type Effect - Instant and one requirement. Also I use a single button and let the ability handle the icon changes for higher levels.
I only modified the Hunt ability in the map.
@Kueken531: Go
It works beautifully! This way is definitely more efficient as it's only one ability... Thank you!
@Kueken531: Go
Another problem arose, probably pretty simple to fix though... When the game starts, my 'predator' works fine, by which I mean you can click 'a' and then a point on the map and the attack function works properly... Once I learn any ability using my 'train predator' ability, this function stops working for some reason...
When i click 'a' and then a point on the map, my unit will run to the point, but wont attack any units that pass by him.. He may recognize they are there, and run to them for a quarter second, but quickly turns around and goes back to the point at which i clicked...
Normally I would think it is just a weapon configuration problem with scan range or something, but it starts messing up after I use an ability which has no effect on its weapon...? I don't think its glitching either because I've restarted my editor and it still happens.. Ideas?
Checking the Transient flag for the train ability should fix the first problem (it used to not work for learn abilities, but I am pretty sure that got fixed).
No idea, what causes your second problem, maybe your autocasting "passive" abilities?
@Kueken531: Go
Yes I am! Both of my passives, a double attack and evasion.. I auto cast these on learning them.. These are the only two abilities causing the problem as well.. Is autocasting a passive bad?
Hey everyone,
I'm trying to use this setup for creating multi-level abilities but am having some difficulties getting it to work. I downloaded the map that was attached earlier in this thread to try and follow along the Hunt ability to try and get my abilities to work in the same manner. However, like I said, it's not working and I can't figure out what I'm doing wrong. This is what I've done so far:
1. Created 4 Behaviors 2. Created 4 Effects (Each linking to the respective Behavior) 3. Created Ability Button and Train Ability Button 4. Created Ability - Added the 4 effects 5. Created Train Ability 6. Added Abilities to a Unit 7. Added Ability Buttons to Command Card
The question I do have about the Training Ability, within the learn info, what are the Links for each level refering to? (Abil/Hunt1, Abil/Hunt2, Abil/Hunt3, Abil/Hunt4)
So as far as I can tell, I've set everything up properly. The actual ability (level 1) is usable, however, the Train Ability button is greyed out.
I've attached the map I was testing this all in. Changing the Data source to the map will show all the work I've done thus far. Any pointers would be greatly appreciated!
Instead of making the buttons change you could always use variables in the button text description so the numerical stat values changes whenever the unit is upgraded. To get an idea of how to insert variables check out some of the buttons like cloak... you'll get a general idea of how to insert variables into flavor text so you wont have to make 11 billion buttons.