I'm making a map where I want players to be able to earn money for kills
I want the money to be used to buy new abilities for their units, but I don't want the player to have to purchase the ability from a "store"
Instead, I would like the ability to already be on the unit, but it costs minerals to use the new ability
So the interface is always the unit and players use new abilities in real time
How can I make it so
- An ability is grayed out until the player gets the right amount of minerals, then becomes colored when the player can afford it
- Once an ability is purchased it subtracts the minerals from the player and grays out the ability if the player can't afford it
- It lists the price when you hover the mouse over the ability to get the tool tips
Thanks, I'm new here, I'm not totally sure if this is the proper forum for this request
make an ability and in the tooltip detail the cost of minerals. Depending on how many abilities you have, you can make it so that the units energy pool only increases to the desired amount when the minerals are as well, and have minerals deducted on casting. There might be a way to make a ability disabled until minerals are available through script, but I'm not sure, it would be easier this way.
@ArchaicTruth: Go
You don't need to manually put the resource cost in the tooltip, in the cost+ section of the ability, look for "Cost Display" and select "Minerals". This will put the mineral cost in the tooltip for you with a mineral icon. Setting the mineral cost in the cost+ section should also mean that the ability will be unusable if the player does not have the resources to use the ability.
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I'm making a map where I want players to be able to earn money for kills
I want the money to be used to buy new abilities for their units, but I don't want the player to have to purchase the ability from a "store" Instead, I would like the ability to already be on the unit, but it costs minerals to use the new ability So the interface is always the unit and players use new abilities in real time
How can I make it so
- An ability is grayed out until the player gets the right amount of minerals, then becomes colored when the player can afford it - Once an ability is purchased it subtracts the minerals from the player and grays out the ability if the player can't afford it - It lists the price when you hover the mouse over the ability to get the tool tips
Thanks, I'm new here, I'm not totally sure if this is the proper forum for this request
@GiveMeCake: Go
make an ability and in the tooltip detail the cost of minerals. Depending on how many abilities you have, you can make it so that the units energy pool only increases to the desired amount when the minerals are as well, and have minerals deducted on casting. There might be a way to make a ability disabled until minerals are available through script, but I'm not sure, it would be easier this way.
@ArchaicTruth: Go You don't need to manually put the resource cost in the tooltip, in the cost+ section of the ability, look for "Cost Display" and select "Minerals". This will put the mineral cost in the tooltip for you with a mineral icon. Setting the mineral cost in the cost+ section should also mean that the ability will be unusable if the player does not have the resources to use the ability.