So I'm trying to setup requirements for my levelable abilities, I can get it working and know how to do it, but half of the time I make a change and the stupid editor doesn't let me accept the change. So you press OKAY and it just does nothing, the dialog doesn't close.
Annoying the hell out of me! Is there any way around it?
Often when I change one of the Ability Count abilities to something else it lets me save, so I'm not sure what the deal is.
This is dumb, sometmies when it wont let you save, if you add anything to the tooltip of the Count Ability condition then it lets you save. Really strange stuff.
You're doing a vague complaint, so I'll answer it vaguely.
Learn how to write expressions and don't use their GUI. Then you can copy/paste the expression in and not worry about issues with the dialog closing. I'm going to pretty confidently assume you're doing something wrong if the dialog isn't closing, as I use the requirement editor quite often and don't have this issue. Generate the code via gui editor if you must, then go to the Expressions tab and copy the text there. Use that as a means to write requirements, and save it if you have any complications you are stating.
It's not the best of features they released, but their expression generator is pretty.. well, experimental.
I am not doing anything wrong, it's just very picky and buggy.
For example as a test I created a new Requirement, Added a single USE node of type Count Ability, selected my ability, selected Completed at Caster.
That is all, it wouldn't save. If I change the ability it saves, sometimes for some reason it doesn't like some abilites. To top it off, if I change Completed at Caster to Completed, it saves - or if I add some tooltip text, even just 'a', then it saves.
One of the situations I had was I had a requirement all setup and working, no issues at all. The ability it related to had to be renamed, so I did, then I came into the requirement to change the ability to the new one (since its not a dynamic reference) and selected the new ability, then it wouldn't save.
Anyhow, if anyone has this problem, the simplest fix seems to be to actually select your Count Ability node and enter something (anything) into the tooltip field, strangely it lets you save if you do this.
The Data Editor Requirement is perfectly fine and mostly bugless so far.
The only problem is you used it incorrectly. It doesn't let you to press ok because your expression is not complete.
Every Requirement is basically very similar to Condition in trigger editor. i.e. it test whether a statement is true. Your example above is an incomplete statement. You need to, for example, have it like this: (count ability. your ability. completed at unit <= 2)
Sorry I didn't include the full test I did that gave me a problem, but the condition was complete, and was basically this:
CountAbil(BoosterPack,CompleteOnlyAtUnit) < 1
Like I said, there was nothing wrong with what I did, as it worked fine when I changed the ability to something else. It is just picky and buggy at times.
When it works fine, then all of a sudden doesn't just because I change to a different ability ID, I can't see why you think I am using it incorrectly.
@KratsAU:
I'm not into requirements and all, but iI find it pretty confusing that you complain about the editor asking for help then say you did everything fine when people are trying to help.
It's because I'm frustrated with it, and they are telling me I'm "doing it incorrectly", which I am not, and they keep glossing over the fact that I say it works for one ability then the exact same thing doesn't work for another ability.
I was originally asking for ways around it, and the only actual answer so far has been to not use the GUI at all.
I actually found some other work arounds which I mentioned myself that allow you to get around the problem and still use the GUI, namely putting something in the tooltip.
At this point, I have no doubt that it has some bugs, it's just annoying when they appear to be somewhat random and make no sense.
I got the same thing a couple different times, it is INCREDIBLY annoying.
I think it is because internally it hasn't registered the ability somehow, so it sees your expression as incomplete.. it's definitely buggy. What I do, is just ignore it and a while later, after restarting my computer, it will just work - without changing ANYTHING about the ability. So, definitely buggy as hell.
Edit: Actually, you can put in any garbage you want into the expression editor and it will accept it - it might change it to something else, but it will at least let you press "OK." This is something that ONLY happens with valid expressions, but ones that for whatever reasons it refuses to allow.
Edit2: And, I notice some people think it's a GUI issue - they are mistaken, it happens whether you use GUI or expression editor. For me at least. I can delete the whole requirement, make a brand new one, create the same expression using exclusively expression editor, and it will refuse to accept that specific one, slight changes cause it to work.
So I'm trying to setup requirements for my levelable abilities, I can get it working and know how to do it, but half of the time I make a change and the stupid editor doesn't let me accept the change. So you press OKAY and it just does nothing, the dialog doesn't close.
Annoying the hell out of me! Is there any way around it?
Often when I change one of the Ability Count abilities to something else it lets me save, so I'm not sure what the deal is.
This is dumb, sometmies when it wont let you save, if you add anything to the tooltip of the Count Ability condition then it lets you save. Really strange stuff.
You're doing a vague complaint, so I'll answer it vaguely.
Learn how to write expressions and don't use their GUI. Then you can copy/paste the expression in and not worry about issues with the dialog closing. I'm going to pretty confidently assume you're doing something wrong if the dialog isn't closing, as I use the requirement editor quite often and don't have this issue. Generate the code via gui editor if you must, then go to the Expressions tab and copy the text there. Use that as a means to write requirements, and save it if you have any complications you are stating.
It's not the best of features they released, but their expression generator is pretty.. well, experimental.
I am not doing anything wrong, it's just very picky and buggy.
For example as a test I created a new Requirement, Added a single USE node of type Count Ability, selected my ability, selected Completed at Caster.
That is all, it wouldn't save. If I change the ability it saves, sometimes for some reason it doesn't like some abilites. To top it off, if I change Completed at Caster to Completed, it saves - or if I add some tooltip text, even just 'a', then it saves.
One of the situations I had was I had a requirement all setup and working, no issues at all. The ability it related to had to be renamed, so I did, then I came into the requirement to change the ability to the new one (since its not a dynamic reference) and selected the new ability, then it wouldn't save.
Anyhow, if anyone has this problem, the simplest fix seems to be to actually select your Count Ability node and enter something (anything) into the tooltip field, strangely it lets you save if you do this.
The Data Editor Requirement is perfectly fine and mostly bugless so far.
The only problem is you used it incorrectly. It doesn't let you to press ok because your expression is not complete.
Every Requirement is basically very similar to Condition in trigger editor. i.e. it test whether a statement is true. Your example above is an incomplete statement. You need to, for example, have it like this: (count ability. your ability. completed at unit <= 2)
Sorry I didn't include the full test I did that gave me a problem, but the condition was complete, and was basically this:
CountAbil(BoosterPack,CompleteOnlyAtUnit) < 1
Like I said, there was nothing wrong with what I did, as it worked fine when I changed the ability to something else. It is just picky and buggy at times.
When it works fine, then all of a sudden doesn't just because I change to a different ability ID, I can't see why you think I am using it incorrectly.
It's because I'm frustrated with it, and they are telling me I'm "doing it incorrectly", which I am not, and they keep glossing over the fact that I say it works for one ability then the exact same thing doesn't work for another ability.
I was originally asking for ways around it, and the only actual answer so far has been to not use the GUI at all.
I actually found some other work arounds which I mentioned myself that allow you to get around the problem and still use the GUI, namely putting something in the tooltip.
At this point, I have no doubt that it has some bugs, it's just annoying when they appear to be somewhat random and make no sense.
@KratsAU: Go
I got the same thing a couple different times, it is INCREDIBLY annoying.
I think it is because internally it hasn't registered the ability somehow, so it sees your expression as incomplete.. it's definitely buggy. What I do, is just ignore it and a while later, after restarting my computer, it will just work - without changing ANYTHING about the ability. So, definitely buggy as hell.
Edit: Actually, you can put in any garbage you want into the expression editor and it will accept it - it might change it to something else, but it will at least let you press "OK." This is something that ONLY happens with valid expressions, but ones that for whatever reasons it refuses to allow.
Edit2: And, I notice some people think it's a GUI issue - they are mistaken, it happens whether you use GUI or expression editor. For me at least. I can delete the whole requirement, make a brand new one, create the same expression using exclusively expression editor, and it will refuse to accept that specific one, slight changes cause it to work.