Hello all, I'm a long time fan of the site; this community is full of amazing people and amazing work. I'm relatively simple when it comes to the editor. I've figured out a few things, watched and read tutorials to learn more and still only have a basic working knowledge of this monster. I've tried going through the hundreds of threads, looking for a similar question to the one I have, but I'm having little luck.
I've built a campaign, of sorts, allowing players to unlock units via research system similar to the SC2 Campaign. I've handled most of the unlocks through restrictions and upgrades that are added in via triggers (rather then in game resources). I won't bore anyone with the details, I just need simple instruction on how to set it so unavailable units "drop below" the button for available ones.
Example: I have Zealots, with a Tal'darim variation (Legionnaire), but I don't want players to be able to build them without the upgrade; they should JUST have access to the regular Zealot. I looked at the Upgrade file for Whirlwind Axe Zealot and tried to duplicate it, but that just caused a lot more of a mess. Any tips or easy fixes?
Hey there! Check the "Requirements" tab in the editor. It has everything you need to set it up. Basically, you will see 2 things there "Use" and "Show". If you don't want your players to see the Tal'Darim Zealot before they research the upgrade, then just add in the "Show" - a new requirement - "Count Upgrade" -> choose the upgrade you want. Now, the second part. You must hide the generic Zaelot from that same spot. Create a new requirement for the Generic Zaelot and add in the "Show" - new requirement - and first add "NOT" and then "Count Upgrade" - that same upgrade you should research for getting Ta'lDarims.
That's it for the "requirements".
Then, you should go to the "Ability" tab and look into your "Train" ability, which traines Zaelots and Tal'Darim. Add the requirements to the respective Zaelots and voila.
OMG you did it! Your help was PERFECT. From my players and I, Thank you! This will get me back on track, and I hope to have it all running soon. Your the best Miketwistam. I hope you all have a wonderful day (moderators, feel free to mark this one as Solved!)
I know I said this was solved (and the problem posted is), I have a slightly related question. On the Ability (Gateway Train) the Basic Ability Info has a limited number of lines; is it possible to add more lines or does one have to create a copy ability with the additional units and link them?
Glad I was able to help with your question. Regarding the limited number of lines, unfortunately, no, there is a limit of (30, I believe?) units which can be trained via a single Train ability. That being said, you can easily give your structures multiple different "train" abilities. Just make sure to add "Prefix"-es to your abilities to help you with marking which is what. It can get messy very soon if you give tons of abilities to a unit with similar names.
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Hello all, I'm a long time fan of the site; this community is full of amazing people and amazing work. I'm relatively simple when it comes to the editor. I've figured out a few things, watched and read tutorials to learn more and still only have a basic working knowledge of this monster. I've tried going through the hundreds of threads, looking for a similar question to the one I have, but I'm having little luck.
I've built a campaign, of sorts, allowing players to unlock units via research system similar to the SC2 Campaign. I've handled most of the unlocks through restrictions and upgrades that are added in via triggers (rather then in game resources). I won't bore anyone with the details, I just need simple instruction on how to set it so unavailable units "drop below" the button for available ones.
Example: I have Zealots, with a Tal'darim variation (Legionnaire), but I don't want players to be able to build them without the upgrade; they should JUST have access to the regular Zealot. I looked at the Upgrade file for Whirlwind Axe Zealot and tried to duplicate it, but that just caused a lot more of a mess. Any tips or easy fixes?
@PhoenixKNight999: Go
Hey there! Check the "Requirements" tab in the editor. It has everything you need to set it up. Basically, you will see 2 things there "Use" and "Show". If you don't want your players to see the Tal'Darim Zealot before they research the upgrade, then just add in the "Show" - a new requirement - "Count Upgrade" -> choose the upgrade you want. Now, the second part. You must hide the generic Zaelot from that same spot. Create a new requirement for the Generic Zaelot and add in the "Show" - new requirement - and first add "NOT" and then "Count Upgrade" - that same upgrade you should research for getting Ta'lDarims.
That's it for the "requirements". Then, you should go to the "Ability" tab and look into your "Train" ability, which traines Zaelots and Tal'Darim. Add the requirements to the respective Zaelots and voila.
If you have any more questions, feel free to ask.
OMG you did it! Your help was PERFECT. From my players and I, Thank you! This will get me back on track, and I hope to have it all running soon. Your the best Miketwistam. I hope you all have a wonderful day (moderators, feel free to mark this one as Solved!)
I know I said this was solved (and the problem posted is), I have a slightly related question. On the Ability (Gateway Train) the Basic Ability Info has a limited number of lines; is it possible to add more lines or does one have to create a copy ability with the additional units and link them?
@PhoenixKNight999: Go
Glad I was able to help with your question. Regarding the limited number of lines, unfortunately, no, there is a limit of (30, I believe?) units which can be trained via a single Train ability. That being said, you can easily give your structures multiple different "train" abilities. Just make sure to add "Prefix"-es to your abilities to help you with marking which is what. It can get messy very soon if you give tons of abilities to a unit with similar names.