I've followed this tutorial to make a passive ability :
Everything works fine, except that i would like an unclickable button to appear on my command card when i learn the ability, just like he showed as example at the beginning ... How do i do that?
When i turn "Toggle" on, the button is clickable and activates the ability (i would like it Toggled on always) but disappear then, and when i turn "Toggle on" on, the button just don't appear :(
Ah yes I remember watching this same video to learn how to make passives. Your problem is that you are putting an ability onto the command card, rather than the behavior. Think of the actual ability as a behind-the-scenes kind of dummy device that really only governs the levels of your passive behavior. Your behavior shows up/is activated based on the level ability (through requirements, as shown in the video). The behaviors go on the command card, the ability itself does not.
Thanks a lot, but my ability has 5 behaviors (5 level) ... the problem is that as soon as i get the lvl 2 behavior, the button disappear :( how can i fix that ?
It sounds like your requirements are incomplete. You need completely different requirements for each behavior "level," and each requirement needs to be plugged into each behavior associated with the skill (the ones stacked on top of each other in the command card in the video).
The requirements govern what is shown/active based on the level of the dummy ability that is working behind the scenes and not on the command card.
EDIT: .....Or you aren't putting all your behaviors on the command card
I don't understand what you mean ... Tell me where i made my mistake :
I made the ability (of type behavior), then i plugged to it 5 behaviors (of type buff) for 5 levels.
Then i made 5 requirements that i associated with each behavior corresponding.
I added all the behaviors of my ability in the 'behaviors' of the unit
In the command card i used the button of type 'passive'
Then now i have to choose for which buff i want to associate with the button ... if i choose lvl 1 buff, it will appear when my unit is level 1, then disappear on higher level, if i choose lvl 2 buff it will only appear on the level 2 of the ability and disappear on lvl 3+ etc.
I would just like the button to appear when i learn the lvl 1 ability, then to stay all game there ...
Tell me what i did wrong.
Edit 1 : oh i forgot to mention : in the requirements, i didn't wanted my buffs to stack, i wanted them to switch to each other, so i made the requirement 'equals' instead of 'greater than or equal to' ... Is that my problem ???
I've followed this tutorial to make a passive ability :
Everything works fine, except that i would like an unclickable button to appear on my command card when i learn the ability, just like he showed as example at the beginning ... How do i do that?
When i turn "Toggle" on, the button is clickable and activates the ability (i would like it Toggled on always) but disappear then, and when i turn "Toggle on" on, the button just don't appear :(
Any help would be appreciated !
@MacSC2: Go
Ah yes I remember watching this same video to learn how to make passives. Your problem is that you are putting an ability onto the command card, rather than the behavior. Think of the actual ability as a behind-the-scenes kind of dummy device that really only governs the levels of your passive behavior. Your behavior shows up/is activated based on the level ability (through requirements, as shown in the video). The behaviors go on the command card, the ability itself does not.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Dude ... I love you !
Thanks a lot, but my ability has 5 behaviors (5 level) ... the problem is that as soon as i get the lvl 2 behavior, the button disappear :( how can i fix that ?
@MacSC2: Go
It sounds like your requirements are incomplete. You need completely different requirements for each behavior "level," and each requirement needs to be plugged into each behavior associated with the skill (the ones stacked on top of each other in the command card in the video).
The requirements govern what is shown/active based on the level of the dummy ability that is working behind the scenes and not on the command card.
EDIT: .....Or you aren't putting all your behaviors on the command card
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
I don't understand what you mean ... Tell me where i made my mistake :
I made the ability (of type behavior), then i plugged to it 5 behaviors (of type buff) for 5 levels.
Then i made 5 requirements that i associated with each behavior corresponding.
I added all the behaviors of my ability in the 'behaviors' of the unit
In the command card i used the button of type 'passive'
Then now i have to choose for which buff i want to associate with the button ... if i choose lvl 1 buff, it will appear when my unit is level 1, then disappear on higher level, if i choose lvl 2 buff it will only appear on the level 2 of the ability and disappear on lvl 3+ etc.
I would just like the button to appear when i learn the lvl 1 ability, then to stay all game there ...
Tell me what i did wrong.
Edit 1 : oh i forgot to mention : in the requirements, i didn't wanted my buffs to stack, i wanted them to switch to each other, so i made the requirement 'equals' instead of 'greater than or equal to' ... Is that my problem ???
Use an Or node and have a greater than constant 0 so all your behaviours if on activate it.
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
@DrSuperEvil: Go
http://imgur.com/eZDO1
This is what I did but i can't fit all the behaviors ...
Can you explain it to me like i'm 5 ??? 3:
Edit 1 : NVM i replaced the count behavior with count ability and it works :D
There are several valid solutions, just glad you got it working.
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