Greetings all ,In my map "Workers standing" I have just added levelling to the players unit and now would like to implement something iv wanted since the start of the project , to add re-playability and team work to the map I want players to earn building blueprint as they level up.
My idea is to keep it all in the data editor by using upgrades (An area I have not really used in the editor so far)
As you can see I have selected the "Select heavy turret blueprint" once the play clicks this it will go to a page of the command card with heavy turrets on , what I want then is for the player to pick one of the selected turrets build button will then replace the "Select heavy turret blueprint" button.
How do I go about making the upgrade that replaces the button on command card 1 ,and more to the point is this an Ok way of achieving what I want?
any help would be great ,if anything here is unclear please ask.
Aside from the hardcoded limits you can just add the buttons for all options and link up Show Requirements to hide them all until the correct upgrade is researched. You'll have to do the same to hide the submenu button once an upgrade is chosen.
Regarding the "leveling", do you mean WC3-style "hero levels" or an abstract "player level" tied to the Bnet character (Footmen does this, for example)?
I'm using a basic veterancy behaviour WC3-style (Currently Working as I want) and I save the EXP in a bank file.
Ill want to be able to set a level requirement (The scv's level) on the selectable blueprints.
The hardcoded button limit is about 50 or so between all submenus I think. You'll probably have to use instant transient morphs or similar workarounds for submenus once you hit that cap.
If the system is Veterancy-based it should be easy to make validators/requirements for specific levels.
Hey thanks for you help so far but I'm stuck on a few points.
Where do I find the show Requirements I cant seem to find them in my upgrades effects also is linking all the selection upgrades to an ability a good idea? Like the way Scv-Build works but use a research type instead of build.
Yes, you add all the upgrades to a Research ability. There's also a field for setting the Requirement for each upgrade on said ability.
Requirements are their own data type. They're similar to Validators, but much more annoying to create. Show and Use are the two base nodes in each Requirement, Show hides the button if not fulfilled while Use greys it out (and can display text to indicate the unlock conditions, this is how the tech tree works)
Look at existing Requirements or search the Wiki/forums to get a basic grasp on how they work. One key point is that each node forms a "bracket" (like the ones in maths) around its subnodes and operates on these, so for example if you want a requirement "A and B fulfilled" it's "And->A, B"; not "A - And - B"
Hi thanks for your help, sorry for not relying iv been away. Basicy then after trying a few things I'm finding it very hard as these are parts of the editor iv not used could I possibly get a step by step on creating one of these upgrades/buttons that needs the SCV to be level 5? As if I know how to make one I can do all the others just with different buildings and level needs.
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Greetings all ,In my map "Workers standing" I have just added levelling to the players unit and now would like to implement something iv wanted since the start of the project , to add re-playability and team work to the map I want players to earn building blueprint as they level up.
My idea is to keep it all in the data editor by using upgrades (An area I have not really used in the editor so far)
As you can see I have selected the "Select heavy turret blueprint" once the play clicks this it will go to a page of the command card with heavy turrets on , what I want then is for the player to pick one of the selected turrets build button will then replace the "Select heavy turret blueprint" button. How do I go about making the upgrade that replaces the button on command card 1 ,and more to the point is this an Ok way of achieving what I want?
any help would be great ,if anything here is unclear please ask.
Aside from the hardcoded limits you can just add the buttons for all options and link up Show Requirements to hide them all until the correct upgrade is researched. You'll have to do the same to hide the submenu button once an upgrade is chosen.
Regarding the "leveling", do you mean WC3-style "hero levels" or an abstract "player level" tied to the Bnet character (Footmen does this, for example)?
Thanks :]
I'm using a basic veterancy behaviour WC3-style (Currently Working as I want) and I save the EXP in a bank file. Ill want to be able to set a level requirement (The scv's level) on the selectable blueprints.
The hardcoded button limit is about 50 or so between all submenus I think. You'll probably have to use instant transient morphs or similar workarounds for submenus once you hit that cap.
If the system is Veterancy-based it should be easy to make validators/requirements for specific levels.
Hey thanks for you help so far but I'm stuck on a few points.
Where do I find the show Requirements I cant seem to find them in my upgrades effects also is linking all the selection upgrades to an ability a good idea? Like the way Scv-Build works but use a research type instead of build.
Yes, you add all the upgrades to a Research ability. There's also a field for setting the Requirement for each upgrade on said ability.
Requirements are their own data type. They're similar to Validators, but much more annoying to create. Show and Use are the two base nodes in each Requirement, Show hides the button if not fulfilled while Use greys it out (and can display text to indicate the unlock conditions, this is how the tech tree works)
Look at existing Requirements or search the Wiki/forums to get a basic grasp on how they work. One key point is that each node forms a "bracket" (like the ones in maths) around its subnodes and operates on these, so for example if you want a requirement "A and B fulfilled" it's "And->A, B"; not "A - And - B"
Hi thanks for your help, sorry for not relying iv been away. Basicy then after trying a few things I'm finding it very hard as these are parts of the editor iv not used could I possibly get a step by step on creating one of these upgrades/buttons that needs the SCV to be level 5? As if I know how to make one I can do all the others just with different buildings and level needs.