I'm currently working on a map that unlocks or "gives" player hero's behaviors that upgrade their weapons, etc. Issue occurred recently when I figured out that you can only have 6 behaviors running on a single unit at once. I need the button upgrades to remember that the player hit them permanently, because if I remove the behavior corresponding to that button, the button will return and messes up the whole tiered upgrade process.
Basically, I'm bad at requirements since I hardly use them, and I'm unsure on how to make a button that a player used to just be removed forever.
I've tried:
equalsCountBehavior//Behavior//Constant0
Which gave me the best luck, but not what I really need. Since the behavior is removed later, this will return as false and apply the button again onto the upgrade bar.
You forgot completed at unit. Also make sure it is under the show part of the requirement and the button state is set to restricted. Also you can have more than 6 behaviours just not all show in the UI.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Also have you tried upgrades instead of behaviors? Depending on what you are trying to do upgrades are usually better if it is something that is player specific.
You forgot completed at unit. Also make sure it is under the show part of the requirement and the button state is set to restricted. Also you can have more than 6 behaviours just not all show in the UI.
Thanks for the reply!
What you suggested worked 100%! Thank you, I knew I was missing something small.
For the maximum behavior number, I did numerous tests and the behaviors after 6 simply had no effect. Took me several days of digging through them that they were fine the way I set them up, but that it was simply more than 6.
Anyway, with this button method, I can circumvent that problem! Thanks!
Rollback Post to RevisionRollBack
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Hey all,
I'm currently working on a map that unlocks or "gives" player hero's behaviors that upgrade their weapons, etc. Issue occurred recently when I figured out that you can only have 6 behaviors running on a single unit at once. I need the button upgrades to remember that the player hit them permanently, because if I remove the behavior corresponding to that button, the button will return and messes up the whole tiered upgrade process.
Basically, I'm bad at requirements since I hardly use them, and I'm unsure on how to make a button that a player used to just be removed forever.
I've tried:
Which gave me the best luck, but not what I really need. Since the behavior is removed later, this will return as false and apply the button again onto the upgrade bar.
Any help is appreciated!
You forgot completed at unit. Also make sure it is under the show part of the requirement and the button state is set to restricted. Also you can have more than 6 behaviours just not all show in the UI.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Also have you tried upgrades instead of behaviors? Depending on what you are trying to do upgrades are usually better if it is something that is player specific.
Thanks for the reply!
What you suggested worked 100%! Thank you, I knew I was missing something small.
For the maximum behavior number, I did numerous tests and the behaviors after 6 simply had no effect. Took me several days of digging through them that they were fine the way I set them up, but that it was simply more than 6.
Anyway, with this button method, I can circumvent that problem! Thanks!