We have been having a hell of a time trying to figure this one out. I'm trying to give upgrades via veterency, and we can't get it.
We can add the health a combat shield adds but how do we get it to show the shield?
and then the reason I asked the question how I did, How do we add the bonus damage Vs light and give blue flames to the hellion?
We are really struggling with this one (going on 2 hours of constant testing to no avail)
i know how to do it with triggers
but i dont know a way with data
with triggers its easy just make an trigger that counts the expirience that is gained
and make the upgrade aviable after reaching a certain point on exp
if u need an picture or an short tut how to do it with triggers i can help u
i dont know how to do it with data if u want to do it in the data maybe someone else can help u^^
Untitled Trigger 002
Events
Unit - Any Unit gains an experience level
Local Variables
Level = ((Triggering unit) Level (Current)) <Real>
Conditions
Actions
Variable - Set Level = ((Triggering unit) Level (Current))
Variable - Modify Level: + 1.0
General - If (Conditions) then do (Actions) else do (Actions)
If
Level == 2.0
Then
Tech Tree - Allow the Ability Command ability for player (Owner of (Triggering unit))
Tech Tree - Allow Upgrade for player (Owner of (Triggering unit))
Tech Tree - Allow the Behavior behavior for player (Owner of (Triggering unit))
Else
For getting the shield to appear under the actor you need to give it a validate unit term and have a validator that is of the Player Requirement type which then links to a requirement that counts your veterancy level.
Same can be said for the blue flames.
As for the extra damage vs light, just give the weapon a set effect with a damage effect that does damage to light units that is disabled using the same validator as the blue flames.
For getting the shield to appear under the actor you need to give it a validate unit term and have a validator that is of the Player Requirement type which then links to a requirement that counts your veterancy level.
I have no idea what you are talking about. I understand actors and validators but no idea how to combine the two like this.
As for the extra damage vs light, just give the weapon a set effect with a damage effect that does damage to light units that is disabled using the same validator as the blue flames.
Look at the campaign assimilator. There it uses the validate unit Term to add a validator that looks for the requirement that checks to see if the DarkProtoss upgrade is completed.
As for the bonus damage to light. Just look at the effect tree used by the weapon of the unit. Eventually you will find a damage effect, swap it for a set effect and put the original damage effect in the set effect and another damage effect that uses a validator to be disabled until the right level.
In short Player Requirement validator > Requirement that counts behavior completed at unit > your veterancy behavior.
I'm sure I'm just going to piss you off, but I'm still very confused.
I'm looking at (I think) the campaign assimilator but I can't find any sort of validator besides is flying, is not flying.
Part 1:
I've created a player requirement validator, and a requirement that counts veterancy I just can't figure out how to do anything with it.
Part 2:
Alright, I think I got everything for this I'm just still trying to figure out how to setup the validator to say "lhas to be level 2 hero"
You need the campaign dependencies enabled for it to show. In the campaign to make it dark prottoss there is an upgrade and the assimilator uses the term to detect the validator that detects the requirement that detects the upgrade. It is the far bottom two events. It has Actor Creation>ValidateUnit NoDarkProtoss>TextureSelectById AssimilatorDark,etc..
Under the events if you right click an event it says add term second from top (just below add event). You want to add a term that is of the validate unit type.
The requirement you are after is the same as those used to prevent you learning certain skills when you are under a certain level. Yes this tutorial I am referencing is long winded but it covers the basics if you dont fall asleep. You are after watching 4-6 somewhere there they cover the requirements for learning an ability level that needs you to be over a certain level.
The end result will be that you get the right level, the requirement becomes enabled so the validator enables which results in the +dmg to light etc. effect becoming enabled. The model swap or whatever you use for the visuals like the shield etc also can be created when the validator is enabled. Even if you need a hidden counter buff that is disabled previosly which the bevavior.on event recognizes.
The assimilator has two degenerate events for changing it's texture. One is when you get the upgrade and the other is for if you already have it. The term method is for if you make a new unit (revive). If you have a buff disabled by the validator it will enable when you hit the right level and can be used to create the visuals just like fungal growth.
This is what I setup and I thought I followed everything he did so I'm not sure whats up.
I tried it on a marauder's concusive shells and when I have it set to CountBehavior(Marauder,CompleteOnly) >= 2 it doesn't work (even after he gains levels) but when I have it set to CountBehavior(Marauder,CompleteOnly) >= 1 it is always working.
Sorry that I didn't reply while you were still on =/
Then you need to make controls. Have a button for a dummy ability that is disabled if the requirement is not working and have a behavior that adds +1 shield max which is disabled by the validator but with a swapped easy to do requirment. That way you can see what is the cause of the problem.
sorry, just re-read that and it wasn't clear.
I want to give it to him when he becomes level 2. When I set it to >=2 no matter what level he is he doesn't get it. When I set it to >=1 he starts the game with it.
[edit]
is there a way to be notified of new posts? Or do I just have to keep checking/refreshing.
We have been having a hell of a time trying to figure this one out. I'm trying to give upgrades via veterency, and we can't get it. We can add the health a combat shield adds but how do we get it to show the shield? and then the reason I asked the question how I did, How do we add the bonus damage Vs light and give blue flames to the hellion?
We are really struggling with this one (going on 2 hours of constant testing to no avail)
Thanks in advance!
@JB4times4: Go
i know how to do it with triggers but i dont know a way with data with triggers its easy just make an trigger that counts the expirience that is gained and make the upgrade aviable after reaching a certain point on exp if u need an picture or an short tut how to do it with triggers i can help u i dont know how to do it with data if u want to do it in the data maybe someone else can help u^^
@AluCardvanHellsing: Go
That may be my only option so if you wouldn't mind a quick tutorial that'd be sweet!
Untitled Trigger 002
Events
Unit - Any Unit gains an experience level
Local Variables
Level = ((Triggering unit) Level (Current)) <Real>
Conditions
Actions
Variable - Set Level = ((Triggering unit) Level (Current))
Variable - Modify Level: + 1.0
General - If (Conditions) then do (Actions) else do (Actions)
If
Level == 2.0
Then
Tech Tree - Allow the Ability Command ability for player (Owner of (Triggering unit))
Tech Tree - Allow Upgrade for player (Owner of (Triggering unit))
Tech Tree - Allow the Behavior behavior for player (Owner of (Triggering unit))
Else
i think that is what u need
For getting the shield to appear under the actor you need to give it a validate unit term and have a validator that is of the Player Requirement type which then links to a requirement that counts your veterancy level.
Same can be said for the blue flames.
As for the extra damage vs light, just give the weapon a set effect with a damage effect that does damage to light units that is disabled using the same validator as the blue flames.
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 no idea what you are talking about. I understand actors and validators but no idea how to combine the two like this.
again, not sure how to do this.
Thanks for your help guys!
Look at the campaign assimilator. There it uses the validate unit Term to add a validator that looks for the requirement that checks to see if the DarkProtoss upgrade is completed.
As for the bonus damage to light. Just look at the effect tree used by the weapon of the unit. Eventually you will find a damage effect, swap it for a set effect and put the original damage effect in the set effect and another damage effect that uses a validator to be disabled until the right level.
In short Player Requirement validator > Requirement that counts behavior completed at unit > your veterancy behavior.
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'm sure I'm just going to piss you off, but I'm still very confused.
I'm looking at (I think) the campaign assimilator but I can't find any sort of validator besides is flying, is not flying.
Part 1:
I've created a player requirement validator, and a requirement that counts veterancy I just can't figure out how to do anything with it.
Part 2:
Alright, I think I got everything for this I'm just still trying to figure out how to setup the validator to say "lhas to be level 2 hero"
You need the campaign dependencies enabled for it to show. In the campaign to make it dark prottoss there is an upgrade and the assimilator uses the term to detect the validator that detects the requirement that detects the upgrade. It is the far bottom two events. It has Actor Creation>ValidateUnit NoDarkProtoss>TextureSelectById AssimilatorDark,etc..
Under the events if you right click an event it says add term second from top (just below add event). You want to add a term that is of the validate unit type.
The requirement you are after is the same as those used to prevent you learning certain skills when you are under a certain level. Yes this tutorial I am referencing is long winded but it covers the basics if you dont fall asleep. You are after watching 4-6 somewhere there they cover the requirements for learning an ability level that needs you to be over a certain level.
http://www.youtube.com/view_play_list?p=AE2AD4DC5E8FF7AE
The end result will be that you get the right level, the requirement becomes enabled so the validator enables which results in the +dmg to light etc. effect becoming enabled. The model swap or whatever you use for the visuals like the shield etc also can be created when the validator is enabled. Even if you need a hidden counter buff that is disabled previosly which the bevavior.on event recognizes.
The assimilator has two degenerate events for changing it's texture. One is when you get the upgrade and the other is for if you already have it. The term method is for if you make a new unit (revive). If you have a buff disabled by the validator it will enable when you hit the right level and can be used to create the visuals just like fungal growth.
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
This is what I setup and I thought I followed everything he did so I'm not sure whats up.
I tried it on a marauder's concusive shells and when I have it set to CountBehavior(Marauder,CompleteOnly) >= 2 it doesn't work (even after he gains levels) but when I have it set to CountBehavior(Marauder,CompleteOnly) >= 1 it is always working.
Sorry that I didn't reply while you were still on =/
So does it work now or not?
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
nope. something is wrong with the validator/requirement and I can't figure out what.
I believe you need to count your veterancy behavior
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
thats what I did. My requirement says "Count (veterancy behavior) > 1"
Then you need to make controls. Have a button for a dummy ability that is disabled if the requirement is not working and have a behavior that adds +1 shield max which is disabled by the validator but with a swapped easy to do requirment. That way you can see what is the cause of the problem.
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
Well, that's what I said. I did it with the marauder and when I had it set to >= 2 it never works but when I set it to >= 1 it always works.
Then what is your problem still?
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
sorry, just re-read that and it wasn't clear.
I want to give it to him when he becomes level 2. When I set it to >=2 no matter what level he is he doesn't get it. When I set it to >=1 he starts the game with it.
[edit]
is there a way to be notified of new posts? Or do I just have to keep checking/refreshing.
You need to keep refreshing.
So you have if it is greater than the constant of 2 it does nothing?
And have it completed at the unit?
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