I need to know pleese how to make an ability upgrade that once it has researched, one ability will be opened and other ability will be blocked or (better) removed.
I already know how to make an ability upgrade that will open an ability, but what I don't know is how to make it block other ability on the way.
I tried many possibilities but non of them worked.
I will appreciate any help! (-:
If I understood well, I put you an example map of your blocked ability. I took the siege tank tech example.
I copied/pasted everything about the siege tech (requirement,upgrade and ability) and I copied too the siege mode. To make disappear the first siege tech, you can see in the requirement tab that if you have a condition that is not met in the use section, the ability will be seen but not selectable and if it is not met in the show section, the ability will be simply hidden.
I didn't test that but I'm sure that requirements works like validators, so if it's return false, the ability will not work.
And about the total disabling ability, I don't think that you can unlearn an ability (I saw that suggetion on the editor's improvement on the official Sc2 forum).
If I understood well, I put you an example map of your blocked ability. I took the siege tank tech example.
I copied/pasted everything about the siege tech (requirement,upgrade and ability) and I copied too the siege mode. To make disappear the first siege tech, you can see in the requirement tab that if you have a condition that is not met in the use section, the ability will be seen but not selectable and if it is not met in the show section, the ability will be simply hidden.
Your example is good, but it shows a solution for two upgrades, and in my case it is one borned ability (that already includes other critical requirement) and one upgrade to it (which will need to replace the ability after the research). I tried to configure it like you did and with much other different ways but I didn't succeed. Can you write me the exact steps I need to do in order for this to work?
So it will be much easier! You just have to put the requirement you want to have to disable or hide your ability and you'll be okay. I recently saw that you can completely disable an ability if you enable the 'show, can be suppressed' label.
You can also make a requirement directly interact with a validator via behaviors. I made you another example map using the medic's heal ability that will work only if the medic is irradiated by a science vessel. Follow these steps to understand how I've done that :
1. I created a behavior named 'check behavior' (buff) that I put the on medic.
2. I created a validator named 'have irradiate' that will return true if the caster (medic) have the behavior irradiate. I put after this validator in my behavior in the 'validator - disable' label.
3. I created a requirement named 'have check behavior' that will show the 'heal' ability only if my behavior is enabled. I also checked the 'can be suppressed, show' label my ability won't work even if it is autocasted.
4. I add this requirement to my 'heal' ability button.
The great advantage of this is that you can add more complex condition to your ability. With normal validator it will only return a red text error in your UI, but with requirement your ability will simply disappear and be disabled. I used this example in my map to hide ability during night.
It's quite simple, just use the "AND" so you can include multiple nodes, and use the "NOT" node for things that could disable your ability.
Here's an example using the ghost's activated cloaking ability being disabled by researching permanent cloaking.
I need to know pleese how to make an ability upgrade that once it has researched, one ability will be opened and other ability will be blocked or (better) removed. I already know how to make an ability upgrade that will open an ability, but what I don't know is how to make it block other ability on the way. I tried many possibilities but non of them worked. I will appreciate any help! (-:
If I understood well, I put you an example map of your blocked ability. I took the siege tank tech example.
I copied/pasted everything about the siege tech (requirement,upgrade and ability) and I copied too the siege mode. To make disappear the first siege tech, you can see in the requirement tab that if you have a condition that is not met in the use section, the ability will be seen but not selectable and if it is not met in the show section, the ability will be simply hidden.
Does it works also on autocasting or passive abilities and disabling them entirely? (and not only hide them or make them unclickable)
I didn't test that but I'm sure that requirements works like validators, so if it's return false, the ability will not work.
And about the total disabling ability, I don't think that you can unlearn an ability (I saw that suggetion on the editor's improvement on the official Sc2 forum).
@li5445: Go
quite simple.
Use the NOT argument.
So using ability requires X upgrade, but you can add the very same thing but put NOT, on top.
Look at how all upgrades use the not argument as part of their requirements.
Your example is good, but it shows a solution for two upgrades, and in my case it is one borned ability (that already includes other critical requirement) and one upgrade to it (which will need to replace the ability after the research). I tried to configure it like you did and with much other different ways but I didn't succeed. Can you write me the exact steps I need to do in order for this to work?
Thanks for the help, but I need more details on how exactly doing that...
Can you not just upgrade the effect and button of the ability?
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
@li5445: Go
So it will be much easier! You just have to put the requirement you want to have to disable or hide your ability and you'll be okay. I recently saw that you can completely disable an ability if you enable the 'show, can be suppressed' label.
You can also make a requirement directly interact with a validator via behaviors. I made you another example map using the medic's heal ability that will work only if the medic is irradiated by a science vessel. Follow these steps to understand how I've done that :
1. I created a behavior named 'check behavior' (buff) that I put the on medic.
2. I created a validator named 'have irradiate' that will return true if the caster (medic) have the behavior irradiate. I put after this validator in my behavior in the 'validator - disable' label.
3. I created a requirement named 'have check behavior' that will show the 'heal' ability only if my behavior is enabled. I also checked the 'can be suppressed, show' label my ability won't work even if it is autocasted.
4. I add this requirement to my 'heal' ability button.
The great advantage of this is that you can add more complex condition to your ability. With normal validator it will only return a red text error in your UI, but with requirement your ability will simply disappear and be disabled. I used this example in my map to hide ability during night.
@li5445: Go
It's quite simple, just use the "AND" so you can include multiple nodes, and use the "NOT" node for things that could disable your ability. Here's an example using the ghost's activated cloaking ability being disabled by researching permanent cloaking.
Success!!! It really worked!!! Thank you so much guys for your help!!! (-:
No problem!