I wanna make an upgrade that cost some but does nothing.We can call the upgrade "enable researches" and cost 150 minerals.and 100 gas, kinda like a Lair except nothing happens.
When the "enable researches" are upgraded i want that button to vanish from the command card. I want to be able to use all the upgrades that have Lair as a requirement after "enable researches" have been researched.
How do i do this is a smart way? I will be doing this over and over for example with Hive tech, Air tech and so on. You can see it as upgrades replacing buildings so it will be a all in one building so a speak :)
I recently figured out how to do this. Not too hard but rather odd to explain (plus i suck at explaining via text)
Create an upgrade or go to an existing one. For this i'm going to use Terran Infantry Weapons as a base.
In the data fields for the upgrade is Upgrade - Effects+. This is where the actual upgrade properties are, like +1 to marine damage. To get rid of these, simply clear all data from it. Now go up to Upgrade - Affected Unit Array and clear that and set the units that are affected directly by this upgrade. If none are, leave it blank. Now, my Terran Infantry Weapons upgrade does absolutely nothing.
Costs for the upgrade are done through the unit ability that the upgrade runs through. By default, Terran Infantry Weapons is under the Engineering Bay - Research ability. Open that up and go to Ability -Info+, select the upgrade field, and set the costs to what you want.
To make the upgrade enable other things like the Lair upgrade does, you need to either create a Requirement or edit an existing one. For this, i shall create one called Enable Tech Tier 2. After it is created, go to its data fields and open Requirement +. Once there, under the folder Use, right click and Add Requirement Node. Set the Type to Count Upgrade, Alias to your upgrade name, and State to completed. Set the tooltip to what you want the command card to say when you cant access it yet (like the lair says "Have Lair" or something").
This is what happens: The upgrade you have set on the requirement will activate all researches and upgrades that require said requirement. Little wordy, i know, but thats what it does. Now to make an upgrade require this requirement, go to the Ability that the upgrade is housed in (like Evolution Chamber - Research, then Ability-Info+, then Zerg Melee Weapons) Now theres a big box that says Requirement. Set the requirement and you are finished. Just add the abilities to command cards and it should work.
I wanna make an upgrade that cost some but does nothing.We can call the upgrade "enable researches" and cost 150 minerals.and 100 gas, kinda like a Lair except nothing happens.
When the "enable researches" are upgraded i want that button to vanish from the command card. I want to be able to use all the upgrades that have Lair as a requirement after "enable researches" have been researched.
How do i do this is a smart way? I will be doing this over and over for example with Hive tech, Air tech and so on. You can see it as upgrades replacing buildings so it will be a all in one building so a speak :)
Bump.
I would like to know how to do this too, requirments and validators get confusing when trying to do something like this.
I recently figured out how to do this. Not too hard but rather odd to explain (plus i suck at explaining via text)
Create an upgrade or go to an existing one. For this i'm going to use Terran Infantry Weapons as a base.
In the data fields for the upgrade is Upgrade - Effects+. This is where the actual upgrade properties are, like +1 to marine damage. To get rid of these, simply clear all data from it. Now go up to Upgrade - Affected Unit Array and clear that and set the units that are affected directly by this upgrade. If none are, leave it blank. Now, my Terran Infantry Weapons upgrade does absolutely nothing.
Costs for the upgrade are done through the unit ability that the upgrade runs through. By default, Terran Infantry Weapons is under the Engineering Bay - Research ability. Open that up and go to Ability -Info+, select the upgrade field, and set the costs to what you want.
To make the upgrade enable other things like the Lair upgrade does, you need to either create a Requirement or edit an existing one. For this, i shall create one called Enable Tech Tier 2. After it is created, go to its data fields and open Requirement +. Once there, under the folder Use, right click and Add Requirement Node. Set the Type to Count Upgrade, Alias to your upgrade name, and State to completed. Set the tooltip to what you want the command card to say when you cant access it yet (like the lair says "Have Lair" or something").
This is what happens: The upgrade you have set on the requirement will activate all researches and upgrades that require said requirement. Little wordy, i know, but thats what it does. Now to make an upgrade require this requirement, go to the Ability that the upgrade is housed in (like Evolution Chamber - Research, then Ability-Info+, then Zerg Melee Weapons) Now theres a big box that says Requirement. Set the requirement and you are finished. Just add the abilities to command cards and it should work.
Thanks very much acidragoon. This'll help massively.