Go to the ability. Click on "Commands+" You'll see a big box that appears. Above, it'll say "Execute," then the ability name, and then something after it called "Use [Ability Name]" Select the line with Execute, and then look down to an open dialog box that says "Requirements" Click the red X in the corner, and it'll remove the requirement for Research.
WARNING: I recommend you make a COPY of the ability first. Otherwise, it'll remove the requirement for ALL the spells for all the units. I did this with my Hydra Hero. He has Burrow automatically researched, and Psionic Storm already researched. They are copies though, so High Templars will still need to research Psi Storm at the Templar Archives.
Geno, the method that Aegis described worked for me. Removing the requirement of Charge allows the Zealots to use the ability even if the research is not learned.
Of course, that's only one effect of the Charge Upgrade. The upgrade also increases the Zealot's base move speed, and changing the requirements of the ability will not grant the Zealots the other benefits that the upgrade provides. You can just change the base move speed of Zealots, but that would affect all players.
The easiest way is just to make a trigger that grants the tech to the player.
Quote from MasterDinadan:
Quote from Genopath: Go
@MasterDinadan: Go
Mind explaining a bit more on how the trigger will work then
It's really simply, just use the "Set Upgrade Level for Player" action.
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Kinda an old topic, but I couldn't find the answer by searching:
Is there a way I can do a "Set Upgrade Level for Player" and have it work on ALL Players without making a trigger for every player? I don't want to screw up the Tech stuff, so it's easier to just auto-research it, but I don't want to have to make 80 thousand triggers if you get my meaning.
How can I do this? I been looking everywhere in the data editor.
If you check under abilities you should find Twilight Council. That should have both Blink and Charge.
Go to the ability. Click on "Commands+" You'll see a big box that appears. Above, it'll say "Execute," then the ability name, and then something after it called "Use [Ability Name]" Select the line with Execute, and then look down to an open dialog box that says "Requirements" Click the red X in the corner, and it'll remove the requirement for Research.
WARNING: I recommend you make a COPY of the ability first. Otherwise, it'll remove the requirement for ALL the spells for all the units. I did this with my Hydra Hero. He has Burrow automatically researched, and Psionic Storm already researched. They are copies though, so High Templars will still need to research Psi Storm at the Templar Archives.
Hope that helps. :)
@AegisRunestone: Go
Ty
@Genopath: Go
Update: THis does not give the ability to the unit, just updates the UI as it would have the ability
Geno, the method that Aegis described worked for me. Removing the requirement of Charge allows the Zealots to use the ability even if the research is not learned. Of course, that's only one effect of the Charge Upgrade. The upgrade also increases the Zealot's base move speed, and changing the requirements of the ability will not grant the Zealots the other benefits that the upgrade provides. You can just change the base move speed of Zealots, but that would affect all players.
The easiest way is just to make a trigger that grants the tech to the player.
@MasterDinadan: Go
Mind explaining a bit more on how the trigger will work then
It's really simply, just use the "Set Upgrade Level for Player" action.