How do I make it that when my upgrade 'Laser Sight' is completed, the 'Raynor Snipe Effect' (The one in penetrator round) will start showing when I am about to cast my ability?
I do not know what I am doing wrong, I guess I am still pretty noob at this.
Problem #2:
Even if I have not upgraded the laser sight, it already changes the tool tip saying 'Laser Sight Upgraded'.
How do I add the 'Constant 1' part? By the way, I just copied the requirement fields off of the Metabolic Boost upgrade check. But just in case it matters, I upgrade this at a separate building, not at the unit that is supposed to obtain the ability.
I got the Counter Ability, Completed at Unit, but Constant 1?
Yes sorry your requirement should be correct, I didn't see it was an upgrade. Everything else looks ok. Try adding an actor event like effect - your ability's effect - start, terms: validate player has upgrade, action: create. I always have problems when I try to create my actor with an ability use so I just create it when the main effect is launched. If that doesn't help at all I am not sure what the problem may be.
issue 2: If you changed the original tooltip text that's going to happen. You need to create a new text and set it. As an example 'Button/Tooltip/FireBulletUpgraded'
Can you make the ability create the laser normally and without upgrades? If you can just add a term ValidatePlayer and link to a validator that checks if the player upgraded it.
Problem #1:
How do I make it that when my upgrade 'Laser Sight' is completed, the 'Raynor Snipe Effect' (The one in penetrator round) will start showing when I am about to cast my ability?
I do not know what I am doing wrong, I guess I am still pretty noob at this.
Problem #2:
Even if I have not upgraded the laser sight, it already changes the tool tip saying 'Laser Sight Upgraded'.
Anyone have the solution?
Here are some screen shots of what I have.
@Frozen_Shadow: Go
I think you want your requirement to look more like this:
Equals: Count ability completed at unit, Constant 1
How do I add the 'Constant 1' part? By the way, I just copied the requirement fields off of the Metabolic Boost upgrade check. But just in case it matters, I upgrade this at a separate building, not at the unit that is supposed to obtain the ability.
I got the Counter Ability, Completed at Unit, but Constant 1?
@Frozen_Shadow: Go
Yes sorry your requirement should be correct, I didn't see it was an upgrade. Everything else looks ok. Try adding an actor event like effect - your ability's effect - start, terms: validate player has upgrade, action: create. I always have problems when I try to create my actor with an ability use so I just create it when the main effect is launched. If that doesn't help at all I am not sure what the problem may be.
I added a Validate already, check the screenshot. Anyone have the solution to this weird problem?
BUMP!
issue 2: If you changed the original tooltip text that's going to happen. You need to create a new text and set it. As an example 'Button/Tooltip/FireBulletUpgraded'
Oh thanks! But I really need to find out how to fix that laser sight.
Can you make the ability create the laser normally and without upgrades? If you can just add a term ValidatePlayer and link to a validator that checks if the player upgraded it.
Lol dude, look at the screen shots, it shows ValidatePlayer.LaserSightUpgraded. Yet it won't work. The only place that can show it is the actor.
FIXED!