Hi. So, I've spent a lot of time reading this forum, watching youtube tutorials, following tutorials here, and I'm apparently a complete idiot. I'm ripping my hair out. I simply cannot learn this stuff. I really need help doing something. :(
Okay so, I have a building which I have called "Arrow" with a starting energy of 0 and a starting energy maximum of 0.
This building needs to have 3 buttons.
Button 1: Research Energy Capacity
Button 2: Rotate Arrow Counter Clockwise (Disabled until Research Energy Capacity has been researched)
Button 3: Rotate Arrow Clockwise (Disabled until Research Energy Capacity has been researched)
Pic:
When player clicks Button 1, it researches Energy Capacity. Upon completion, it should add 1 to Energy Maximum, and 0 to Energy. That's important.
Afterwards, the button will replace with a new button called "Upgrade Energy Capacity". When clicked, it will increase Energy Maximum by +1 with each click. However, it must get more expensive (minerals) with each click.
Research = 1 mineral cost. Upgrade 1 = 2 mineral cost. Upgrade 3 = 4 Mineral Cost. So on and so forth.
I've spent 3 days on this and have gotten literally nowhere. I'd have better luck controlling this through triggers and arrays, but I want to learn this because it's imperative if I plan on continuing this Tower Defense map I'm making.
Any help would be extremely appreciated!
If anyone would like to add me on IM to discuss this easier, that would be awesome. :)
All you need to do is set up requirements and plug them into your upgrades. Requirements have 2 sections: use and show. For example, all upgrades like stimpack or concussive shells no longer show on the tech lab after being researched. "Use" parts are, for example, the stimpack ability on the marine itself. Without being researched/enabled, the ability is grayed out.
Upgrades are a little more straightforward. You want to modify your units stats, just like how Combat Shields adds 10 life. Youll need a different upgrade for each time you want to up its energy. I'll add you on Skype tomorrow if you still need help. It totally is a little tricky and took me a while to figure out.
Hey. I have no ability to explain this step by step but I have created some upgrades for my campaign: http://www.sc2mapster.com/maps/hand-humanity-mission1/ I hope you can learn something from this. In short you need button, upgrade and requirement that shows or hides the button.
Step 1: Set up the "Research Energy Capacity" upgrade that, under the "Upgrade: Effects" field, adds 1 to the energy capacity of the "Arrow" unit-type. Set up the "Upgrade Energy Capacity" upgrade in the same way.
Step 2: To show the "Upgrade Energy Capacity" button, make 2 new requirements. The first requires "Not, Count Upgrade, Research Energy Capacity, Queued or better" to "Show" (not "Use"); apply this requirement to the Research Energy Capacity upgrade in the Arrow's list of upgrades ability (where you set the upgrade's button, cost, time... etc.), specifically under the upgrade's "Info - Button - Requirement" field. The second requires "And" "Not, Count Upgrade, Upgrade Energy Capacity, Queued or Better" "Count Upgrade - Research Energy Capacity completed" all under the "Show" section; apply this requirement to the Upgrade Research Capacity requirement field in the Arrow's list of upgrades (no idea what you called the ability). This will stop your upgrades from being shown when not unlocked and while the upgrade is in progress (like standard upgrades).
Step 3. Stack the buttons on the Arrow's command card. To unlock the rotating buttons, set up a new requirement with "Count Upgrade, Research Energy Capacity, Completed" under the "Use" section. Apply that to the ability's "Ability: Commands > Execute > Commands: Requirements" section.
I hope that helped break the process down a bit. The difficult part here is scaling the "Upgrade Energy Capacity". As far as I'm aware you cannot set up an upgrade to scale up "infinitely", you need a new upgrade for each increment. If you want to have players upgrade the energy capacity 10 times, you need 10 different upgrades that show/hide themselves, have their own requirements, and then manually set the cost slightly higher than the last. It's a huge pain if you want 20 upgrade levels of something (at least you can reuse the button).
As far as I'm aware you cannot set up an upgrade to scale up "infinitely", you need a new upgrade for each increment. If you want to have players upgrade the energy capacity 10 times, you need 10 different upgrades that show/hide themselves, have their own requirements, and then manually set the cost slightly higher than the last. It's a huge pain if you want 20 upgrade levels of something (at least you can reuse the button).
fortunately, upgrades can have multiple levels, while they default to 1 this can be changed to 255 in total.
I have attached a demonstration map that follows Landmine752's general instructions, it hase a marine that posesses two researches on the same ability. first using the automated refineries button is a research with a dummy upgrade that enables the research of the speed increase with cellular reactors button, this research both increases the marines speed and increases the cost of the upgrade its self up to ten times where it then disappears.
Having watched the video of your map and read what you have posted, i believe you will need two upgrades for each arrow similar to the two on the marine.
For anyone who has seen my post on this topic, this is very close to what I want to do. However, I'm more interested a percentage increase to the cost in minerals each time. Specifically 20%. Is there any way to simply Floor(mineral cost*realVariable) or some other workaround I'm not seeing clearly?
Wait a second.... What if I have the upgrade multiply the cost by 120 and the very next value divide the cost by 100? Testing in progress.
EDIT: Going to test this^ with 10 and 12, because MATH.
Hi. So, I've spent a lot of time reading this forum, watching youtube tutorials, following tutorials here, and I'm apparently a complete idiot. I'm ripping my hair out. I simply cannot learn this stuff. I really need help doing something. :(
Okay so, I have a building which I have called "Arrow" with a starting energy of 0 and a starting energy maximum of 0.
This building needs to have 3 buttons.
Button 1: Research Energy Capacity
Button 2: Rotate Arrow Counter Clockwise (Disabled until Research Energy Capacity has been researched)
Button 3: Rotate Arrow Clockwise (Disabled until Research Energy Capacity has been researched)
Pic:
When player clicks Button 1, it researches Energy Capacity. Upon completion, it should add 1 to Energy Maximum, and 0 to Energy. That's important.
Afterwards, the button will replace with a new button called "Upgrade Energy Capacity". When clicked, it will increase Energy Maximum by +1 with each click. However, it must get more expensive (minerals) with each click.
Research = 1 mineral cost. Upgrade 1 = 2 mineral cost. Upgrade 3 = 4 Mineral Cost. So on and so forth.
I've spent 3 days on this and have gotten literally nowhere. I'd have better luck controlling this through triggers and arrays, but I want to learn this because it's imperative if I plan on continuing this Tower Defense map I'm making.
Any help would be extremely appreciated!
If anyone would like to add me on IM to discuss this easier, that would be awesome. :)
My Steam name is: http://steamcommunity.com/id/neillithan/ My Skype is: neilvmoore My gmail is [email protected] I'm on IRC at irc.freenode.com #sc2mapster as CaptainMigraine
Thanks! -Neil
@CaptainMigraine: Go
All you need to do is set up requirements and plug them into your upgrades. Requirements have 2 sections: use and show. For example, all upgrades like stimpack or concussive shells no longer show on the tech lab after being researched. "Use" parts are, for example, the stimpack ability on the marine itself. Without being researched/enabled, the ability is grayed out.
Upgrades are a little more straightforward. You want to modify your units stats, just like how Combat Shields adds 10 life. Youll need a different upgrade for each time you want to up its energy. I'll add you on Skype tomorrow if you still need help. It totally is a little tricky and took me a while to figure out.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Hey. I have no ability to explain this step by step but I have created some upgrades for my campaign: http://www.sc2mapster.com/maps/hand-humanity-mission1/ I hope you can learn something from this. In short you need button, upgrade and requirement that shows or hides the button.
Step 1: Set up the "Research Energy Capacity" upgrade that, under the "Upgrade: Effects" field, adds 1 to the energy capacity of the "Arrow" unit-type. Set up the "Upgrade Energy Capacity" upgrade in the same way.
Step 2: To show the "Upgrade Energy Capacity" button, make 2 new requirements. The first requires "Not, Count Upgrade, Research Energy Capacity, Queued or better" to "Show" (not "Use"); apply this requirement to the Research Energy Capacity upgrade in the Arrow's list of upgrades ability (where you set the upgrade's button, cost, time... etc.), specifically under the upgrade's "Info - Button - Requirement" field. The second requires "And" "Not, Count Upgrade, Upgrade Energy Capacity, Queued or Better" "Count Upgrade - Research Energy Capacity completed" all under the "Show" section; apply this requirement to the Upgrade Research Capacity requirement field in the Arrow's list of upgrades (no idea what you called the ability). This will stop your upgrades from being shown when not unlocked and while the upgrade is in progress (like standard upgrades).
Step 3. Stack the buttons on the Arrow's command card. To unlock the rotating buttons, set up a new requirement with "Count Upgrade, Research Energy Capacity, Completed" under the "Use" section. Apply that to the ability's "Ability: Commands > Execute > Commands: Requirements" section.
I hope that helped break the process down a bit. The difficult part here is scaling the "Upgrade Energy Capacity". As far as I'm aware you cannot set up an upgrade to scale up "infinitely", you need a new upgrade for each increment. If you want to have players upgrade the energy capacity 10 times, you need 10 different upgrades that show/hide themselves, have their own requirements, and then manually set the cost slightly higher than the last. It's a huge pain if you want 20 upgrade levels of something (at least you can reuse the button).
fortunately, upgrades can have multiple levels, while they default to 1 this can be changed to 255 in total.
I have attached a demonstration map that follows Landmine752's general instructions, it hase a marine that posesses two researches on the same ability. first using the automated refineries button is a research with a dummy upgrade that enables the research of the speed increase with cellular reactors button, this research both increases the marines speed and increases the cost of the upgrade its self up to ten times where it then disappears.
Having watched the video of your map and read what you have posted, i believe you will need two upgrades for each arrow similar to the two on the marine.
@Vailreth
For anyone who has seen my post on this topic, this is very close to what I want to do. However, I'm more interested a percentage increase to the cost in minerals each time. Specifically 20%. Is there any way to simply Floor(mineral cost*realVariable) or some other workaround I'm not seeing clearly?
Wait a second.... What if I have the upgrade multiply the cost by 120 and the very next value divide the cost by 100? Testing in progress.
EDIT: Going to test this^ with 10 and 12, because MATH.