Go to your ability on the right side should be a long list of crap, but in the very top box should be your nuke execute command, shows what button it has, ect. It should say what requirement it has, and below you'll see your requirements in a long list of stuff, scroll up to the top and select 'none', no more requirement :D
Go to your abilities tab and locate the Arm Magazine (Nuke).
On the right side you should see a list of Ammo, with Ammo 01 being the nuke.
Double click on the nuke in that list, it should open up a new window.
There's a list of requirements towards the bottom of the new page, set that to "None".
I believe that'd get rid of the requirement for you, this ability is a little different then every other ability I've worked with, so if this doesn't work just lemme know and I'll go dig deeper.
I just tested, that's what you want. Just click the slider bar to the right of the requirements, go up to the very top where it says 'none' and click it. You have to actually click the button though, you can't type it into the field.
There's a variety of ways, I gave my BC's the ability to launch nukes themselves. What I do when I want such things, is simply change the effects around. I just took the yamato cannon and had it link to the nuke effects, instead of the yamato. Same with my nuclear mine, I just took the banelings attack and linked it to the nuke's effect instead of volatile burst. So I'd recommend trying that, as it's probably the simplest way.
Abilities have an 'effect' tab, as does almost everything. Click that tab, you should see something along the lines of 'initial effect' or something that links that ability to what effects it uses. For example, the yamato canon is linked with the yamato cannon missile effect, which is then linked to the damage effect.
Go to your abilities effect tab, and find out what effect it's linked to. Change that effect to... um.. ghost - nuke (damage) I believe it is. This will make it so when the projectile of your ability hits, it'll explode like a nuke.
If you wanna keep the entirety of the nuke (launch, calldown, explosion) just link your ability to the lead nuke effect, usually it's (Set) or (Create Persistent), the effect that links all the other effects together.
It was going so well I was understanding all of it untill the last sentence. I do want to keep the entirety of the nuke so how do I do thins link thing?
Effects sometimes come in chains, one linked to another. If you want the entire chain, you need to link to the very first effect. So for this, I'd suggest linking your ability to the "Odin - Nuclear Strike (Persistent)" effect. That should give you what you want.
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How do I remove a requierment for an ability. The specific one i'm looking for is remove the Factory Requierment for the Arm Nuke Silo.
Go to your ability on the right side should be a long list of crap, but in the very top box should be your nuke execute command, shows what button it has, ect. It should say what requirement it has, and below you'll see your requirements in a long list of stuff, scroll up to the top and select 'none', no more requirement :D
@Colt556: Go
I'm sorry but I'm still not seeing it, could you please step-by-step for me?
Go to your abilities tab and locate the Arm Magazine (Nuke).
On the right side you should see a list of Ammo, with Ammo 01 being the nuke.
Double click on the nuke in that list, it should open up a new window.
There's a list of requirements towards the bottom of the new page, set that to "None".
I believe that'd get rid of the requirement for you, this ability is a little different then every other ability I've worked with, so if this doesn't work just lemme know and I'll go dig deeper.
@Colt556: Go
Requierment is "train nuke" and there is no way to change it that i see. Sorry I'm still trying to learn.
I just tested, that's what you want. Just click the slider bar to the right of the requirements, go up to the very top where it says 'none' and click it. You have to actually click the button though, you can't type it into the field.
@Colt556: Go
Thank you so much. I have another question. Is there a way to make the nuke ability on the Nuke able to occur without a Ghost Academy?
There's a variety of ways, I gave my BC's the ability to launch nukes themselves. What I do when I want such things, is simply change the effects around. I just took the yamato cannon and had it link to the nuke effects, instead of the yamato. Same with my nuclear mine, I just took the banelings attack and linked it to the nuke's effect instead of volatile burst. So I'd recommend trying that, as it's probably the simplest way.
@Colt556: Go
Going out of my mind trying to figure out what you just said. Umm any chance of a step by step? I'll give you a golden e-brownie!!!!
Abilities have an 'effect' tab, as does almost everything. Click that tab, you should see something along the lines of 'initial effect' or something that links that ability to what effects it uses. For example, the yamato canon is linked with the yamato cannon missile effect, which is then linked to the damage effect.
Go to your abilities effect tab, and find out what effect it's linked to. Change that effect to... um.. ghost - nuke (damage) I believe it is. This will make it so when the projectile of your ability hits, it'll explode like a nuke.
If you wanna keep the entirety of the nuke (launch, calldown, explosion) just link your ability to the lead nuke effect, usually it's (Set) or (Create Persistent), the effect that links all the other effects together.
@Colt556: Go
It was going so well I was understanding all of it untill the last sentence. I do want to keep the entirety of the nuke so how do I do thins link thing?
Effects sometimes come in chains, one linked to another. If you want the entire chain, you need to link to the very first effect. So for this, I'd suggest linking your ability to the "Odin - Nuclear Strike (Persistent)" effect. That should give you what you want.