The behaviour uses a requirement that checks if the upgrade is researched, if it is not then it is disabled. All structures have the fire suppression behaviour in the Behavior - Behaviors - Behavior field of the Units data type. In your map you just need to link your Research Science Facility ability to a unit by putting it in the Ability - Abilities - Ability field and then linking the various buttons to the command card.
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ok, from what you did see in that test map, could you give me a small step by step of how to do that?
what i still have to do for the upgrade because as i try to apply things to it, i find that there are fields that its not present in and i dont know where i need to add it as an ability, command or what ever is needed.
ok just tested it out and it works 100% like it does in story mode.
just one problem, and its not just this upgrade, others that are also custom, and one protoss default upgrade (the one for the carrier launching drones) after being upgraded, the buttons are still there and you can still spend the resorced to upgrade it again, even after its been upgraded/reasearched.
1. Go the Requirements data type and create a requirement like Learn Zerg Melee Weapon 2 except using your upgrades (if no downgrade then just do like Learn Zerg Melee Weapon 1). You will find requirements consist of two potential trees, the Use which disables using the button if not met but still is visible and the Show part which determines if the button is visible or not.
2. Go to your Research ability and add your requirement under Info - Button - Requirement field
3. Set Info - Button - State field to Restricted, the other two options make the button permanently visible or hidden in most cases.
just set the activation button to restricted because how likely are you to want the cancelation button to be hidden if the requirements are no longer met?
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ok ive finally uploaded the map on here that ive been using, its nothing great just a sort of firing range for the changes ive made.
its just waiting the OK from you mods.
havent really done any thing for the Protoss or Zerg in the way of upgrades or any thing.
Well where is it? Why is it not with your latest post?
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was waiting for it to be approved by the site.
http://www.sc2mapster.com/maps/storymode/
i just hope i did every thing right to upload it
You only do that for projects and finished maps. For maps that you need help fixing problems in, just use the attach button on your last post.
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Ah i see, im still new to this sites layout and every thing
1. You have not even tried to alter or add a Research ability.
2. You have infact done hardly anything other than dupe a few units.
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Oh damn it all, i uploaded the wrong file, sorry about that.
but you are still right, i havent done much to it because this upgrade is different than the other ones, at least thats what ive been told.
so im still not sure where or HOW to create this one because it has some thing to do with behaviors or some thing?
ive done other things, mostly still simple but right now this is the top of my list of things to look into.
The behaviour uses a requirement that checks if the upgrade is researched, if it is not then it is disabled. All structures have the fire suppression behaviour in the Behavior - Behaviors - Behavior field of the Units data type. In your map you just need to link your Research Science Facility ability to a unit by putting it in the Ability - Abilities - Ability field and then linking the various buttons to the command card.
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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
ok, from what you did see in that test map, could you give me a small step by step of how to do that?
what i still have to do for the upgrade because as i try to apply things to it, i find that there are fields that its not present in and i dont know where i need to add it as an ability, command or what ever is needed.
1. Make sure your editor fields are set according to this so it shows all the fields.
2. Go to your unit under the Units data type that you want to research the stuff with.
3. Insert the Research ability in the Ability - Abilities - Ability field
4. Go to the command card and add a button, select what button you want
5. Under Command Type select Ability Command
6. Under Ability select your research ability (should be near top)
7. Under Ability Command select the upgrade.
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ah, from the looks of it, i was just missing #3 for the actual building.
now question.
because i have ALL dependancies activated, i dont have to actually create the upgrade its self correct?
yeah for the fire supression system there should already be an upgrade in the campaign dependencies.
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ok just tested it out and it works 100% like it does in story mode.
just one problem, and its not just this upgrade, others that are also custom, and one protoss default upgrade (the one for the carrier launching drones) after being upgraded, the buttons are still there and you can still spend the resorced to upgrade it again, even after its been upgraded/reasearched.
how would i fix this?
Add a Show requirement to the ability that hides the button when the upgrade is queued or better.
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ok so in the ability list, that lists the ability of the upgrade, i want to add Show as a requirement to Requirements - requirement?
if so, what command do i want to have activate it, im assuming i want the ON one? but then what Show requirement as there is 4 of them.
or do i have the wrong place?
also should i check the boxs called show in glosery and send to selection.
i want to try and get this as smoth as i can for this and other upgrades im working on
1. Go the Requirements data type and create a requirement like Learn Zerg Melee Weapon 2 except using your upgrades (if no downgrade then just do like Learn Zerg Melee Weapon 1). You will find requirements consist of two potential trees, the Use which disables using the button if not met but still is visible and the Show part which determines if the button is visible or not.
2. Go to your Research ability and add your requirement under Info - Button - Requirement field
3. Set Info - Button - State field to Restricted, the other two options make the button permanently visible or hidden in most cases.
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
ok i think im getting this, it does look and sound really easy (when explained better) but is this what im looking for?
State needs to be set to restricted. And presuming you set up your Fire Supression System requirement correctly, then yes you are correct.
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ok question about the state being set to restricted.
do i want command On or Off to be set as restricted?
or both?
just set the activation button to restricted because how likely are you to want the cancelation button to be hidden if the requirements are no longer met?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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