So my problem is this: How to enable K5 Kerrigan's active abilities, for example Drop Pods, Leviathan, Primal Slash, Spawn Banelings etc.
Passive abilities got activated simply by making a trigger that says:
"Tech Tree - Add 1 to K5 Infest Broodlings upgrade for player 1" and BAM it works like a charm. No need to mess with Data editor.
But when it comes to those before mentioned actice abilities all hell breaks lose. I have spent hours to find out how to make those available for player but I just cant figure it out. Abilities, Units, Requirements, Upgrades in Data editor...it's a spider web that I can't figure out.
Which abilities are you having trouble with? For Wild Mutation I can only see one Upgrade-counting Requirement, which is enforced through the Commands+ field on the ability itself.
Have you tried just adding all upgrades beginning with "K5"?
So my problem is this: How to enable K5 Kerrigan's active abilities, for example Drop Pods, Leviathan, Primal Slash, Spawn Banelings etc.
Passive abilities got activated simply by making a trigger that says: "Tech Tree - Add 1 to K5 Infest Broodlings upgrade for player 1" and BAM it works like a charm. No need to mess with Data editor.
But when it comes to those before mentioned actice abilities all hell breaks lose. I have spent hours to find out how to make those available for player but I just cant figure it out. Abilities, Units, Requirements, Upgrades in Data editor...it's a spider web that I can't figure out.
Somebody please help :)
abilities are done weird check in the Campaign> Hero Abilities tab.
Photoloss, I'm pretty sure it will not work through triggers. I've added every possible K5 ability but it did not work.
Taintedwisp, I checked Hero Abilities but all I could see there was all Kerrigan abilities listed and nothing that could help with my problem ??
It SHOULD be very easy thing to do, but somehow it's not working in my map. So to test it in "a controlled enviroment" I created a new empty map and placed a marine on it. Then I went to data editor and searched for a marine. Then I added "K5 Drop Pods" in it's abilities, then went for marine command card, added a "K5 Drop pods" there and finally went for abilities tab, searched for "K5 Drop Pods" and removed requirement in (Basic) Ability: Commands + field.
Then I started my map and there it was. K5 Drop Pods ability in marine's command card as it should. Maybe K5 Kerrigan is somehow messing things up...
I got drop pods to work on Kerrigan just by adding the K5 Drop Pods upgrade, no idea what your problem is. You have shifted the buttons over so they're not hidden by other abilities, right?
I reset every ability / unit / upgrade in data editor that has anything to do with Kerrigan / K5 / drop pods. Then I removed every action in triggers that adds or makes available any upgrade / ability that has anything to do with Kerrigan / K5 / Drop pods.
After this I just added K5 Drop Pods upgrade to player 1 (user player that has unit Kerrigan) but still Drop pods are not available.
I've been studying data editor for hours but cannot understand how these "active abilities" and "passive abilities" are different from each other, because those passive abilities work just fine, only needs to add an action in triggers, for example "Tech Tree - Add 1 to K5 Creep Bonuses upgrade for player 1" and it works just fine.
Another thing...what's the difference between a "requirement" and a "requirement node".
And yet another thing, I can add any other "active ability" for Kerrigan and it works just fine, AS long as it is not one of the "K5" abilities...
So my problem is this: How to enable K5 Kerrigan's active abilities, for example Drop Pods, Leviathan, Primal Slash, Spawn Banelings etc.
Passive abilities got activated simply by making a trigger that says: "Tech Tree - Add 1 to K5 Infest Broodlings upgrade for player 1" and BAM it works like a charm. No need to mess with Data editor.
But when it comes to those before mentioned actice abilities all hell breaks lose. I have spent hours to find out how to make those available for player but I just cant figure it out. Abilities, Units, Requirements, Upgrades in Data editor...it's a spider web that I can't figure out.
Somebody please help :)
Which abilities are you having trouble with? For Wild Mutation I can only see one Upgrade-counting Requirement, which is enforced through the Commands+ field on the ability itself.
Have you tried just adding all upgrades beginning with "K5"?
abilities are done weird check in the Campaign> Hero Abilities tab.
Photoloss, I'm pretty sure it will not work through triggers. I've added every possible K5 ability but it did not work.
Taintedwisp, I checked Hero Abilities but all I could see there was all Kerrigan abilities listed and nothing that could help with my problem ??
It SHOULD be very easy thing to do, but somehow it's not working in my map. So to test it in "a controlled enviroment" I created a new empty map and placed a marine on it. Then I went to data editor and searched for a marine. Then I added "K5 Drop Pods" in it's abilities, then went for marine command card, added a "K5 Drop pods" there and finally went for abilities tab, searched for "K5 Drop Pods" and removed requirement in (Basic) Ability: Commands + field.
Then I started my map and there it was. K5 Drop Pods ability in marine's command card as it should. Maybe K5 Kerrigan is somehow messing things up...
I got drop pods to work on Kerrigan just by adding the K5 Drop Pods upgrade, no idea what your problem is. You have shifted the buttons over so they're not hidden by other abilities, right?
Yes, I have actually removed the other two abilities "behind" the same button; Apocalypse and Leviathan.
Help is still needed!
I reset every ability / unit / upgrade in data editor that has anything to do with Kerrigan / K5 / drop pods. Then I removed every action in triggers that adds or makes available any upgrade / ability that has anything to do with Kerrigan / K5 / Drop pods.
After this I just added K5 Drop Pods upgrade to player 1 (user player that has unit Kerrigan) but still Drop pods are not available.
I've been studying data editor for hours but cannot understand how these "active abilities" and "passive abilities" are different from each other, because those passive abilities work just fine, only needs to add an action in triggers, for example "Tech Tree - Add 1 to K5 Creep Bonuses upgrade for player 1" and it works just fine.
Another thing...what's the difference between a "requirement" and a "requirement node".
And yet another thing, I can add any other "active ability" for Kerrigan and it works just fine, AS long as it is not one of the "K5" abilities...
Here is a K5 Kerrigan Testmap, it works perfectly fine