So for the life of me I cannot seem to get all these dumb upgrades and requirements sorted out.
So first, I have a unit with a wall jump ability, I want this wall jump ability to only work once the upgrade has been researched. So I made a button for it, put a requirement that checks "Count upgrade of Wall Jump = 0" With the tree looking like
Now You would think this would work, however, the behavior works all the time. So then I made a validator, that checks the requirement, and applied it to the behavior, but still, it works with or without the upgrade.
Then I have the same unit have another behavior, that when hit, grants them a 2 second cloak. This upgrade has the button and requirement linked to the behavior in the command card, requirement is set up the same way with another upgrade, yet it works with or without the upgrade. I just do not understand, can anyone help me out here? tried all sorts of different things.
After much trial and error, I have found that the requirement node seems to be the problem. Rather than having it count equals it should just be:
Use-
CountUpgrade WallJump CompleteOnly
Then do not link your command buttons to the behavior, give the unit all the behaviors in it's Behaviors tab, and set each behaviors requirements to the ones you made for the researches. Set the requirements of the buttons to those as well, then, if all goes well, it should work properly for you.
make a validator with said upgrade, then go to the forementioned abilities and go to the Behaviour Disable Validator field and select pre-emptively made validator.
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So for the life of me I cannot seem to get all these dumb upgrades and requirements sorted out.
So first, I have a unit with a wall jump ability, I want this wall jump ability to only work once the upgrade has been researched. So I made a button for it, put a requirement that checks "Count upgrade of Wall Jump = 0" With the tree looking like
Use- Equals: Count Upgrade: Wall Jump: CompletedOnly Constant: 0
Now You would think this would work, however, the behavior works all the time. So then I made a validator, that checks the requirement, and applied it to the behavior, but still, it works with or without the upgrade.
Then I have the same unit have another behavior, that when hit, grants them a 2 second cloak. This upgrade has the button and requirement linked to the behavior in the command card, requirement is set up the same way with another upgrade, yet it works with or without the upgrade. I just do not understand, can anyone help me out here? tried all sorts of different things.
After much trial and error, I have found that the requirement node seems to be the problem. Rather than having it count equals it should just be:
Use- CountUpgrade WallJump CompleteOnly
Then do not link your command buttons to the behavior, give the unit all the behaviors in it's Behaviors tab, and set each behaviors requirements to the ones you made for the researches. Set the requirements of the buttons to those as well, then, if all goes well, it should work properly for you.
@EchoedRequiem: Go
make a validator with said upgrade, then go to the forementioned abilities and go to the Behaviour Disable Validator field and select pre-emptively made validator.