I'm trying to figure out how to make the max upgrades more then 3, and wanted to know if there was a simple way like in starcraft one where you just say, Base cost, upgrade factor, start level, and max level. Is this possible or do I have to make a new level for each upgrade like they have done for the first 3 on everything?
The upgrades already in the game do not actually use levels, but instead are three distinct upgrades. It is possible to give a single upgrade multiple levels, but then you can't change the icon with every level. If you don't care about the icon, just modify the "Max Level" field of an upgrade, and modify the requirements of the associated research ability.
For instance, suppose I want to take the "Hi-Sec Auto Tracking" upgrade and give it 10 levels, each level adding +1 range. Find the Upgrade in the data editor, and change it's max level to 10. The upgrade is already set to add 1 range, and this effect is cumulative with each level, so no change is necessary there.
Now, I find the engineering bay research ability, and I find that Hi Sec Auto Tracking is associated with the Requirement "Learn Terran Defense Range Bonus." Let's find this requirement and modify it. If we don't, the research button will disappear from the engineering bay after the first level.
If you go to the Requirement and open the node link thing, you can see that "Show" requires "Count Upgrade HiSecAutoTrackingQueued or Better" to be equal to 0. This means that if you queue it up, the button disappears, and if the research finishes, it's gone forever. Just delete this and we are good to go.
Simply deleting the requirement creates another problem. We can make multiple engineering bays and queue up the upgrade at all of them to jump several ranks of the upgrade at once! We can get around this by making the upgrade just check to make sure that there isn't a research queued, but not having it count completed research. You would not be able to queue up multiple levels of the upgrade, but it also means you can't research multiple levels at the same time at multiple bays.
The weakness of this system is two-fold. First, every level of the upgrade costs the same amount. This is actually fairly easy to fix. The other weakness is that the effects of the upgrade can only be linear. Level 2 adds the same bonus as level 1, etc. I can't really make it give +1 range, then +3, then +6, etc, because that isn't a linear increase.
Since we're talking about linear increase, this is the answer to the cost/time problem. You can actually make research that modifies the cost and time of ability execution. Since research is an ability, you can actually make research that modifies the time and costs of research, including itself. So for each level of Hi-Sec, I could tell it to add 50 minerals to the cost of Hi-Sec, and the cost would go up with each level. If you do this, it's imperative that you don't allow more than one to be queued up. Because the cost is paid when you queue the research, you can actually pay less by queueing up several levels of it before the research finishes, and you pay the level one cost for queueing because the research isn't done yet. As long as you have the requirement hide the button when the research is queued, you'll be fine.
The Upgrade has a data reference that tells it specifically what data fields it modifies. Typically, it modifies the "Amount" of a damage effect, or it modifies the life or shield armor of a unit. But you can have it modify nearly anything, including abilities. So add a new data reference, choose ability, find the Research ability, and change the cost. The only thing is that you have to figure out which entry corresponds to your upgrade, as the data reference dialog just has the researches listed from 1 to 30 and no name, but if you look at the ability, you can see which is which. For instance, I think Hi Sec is number 1 on the Engineering Bay research ability (it is not necessarily the order of the buttons!)
I tried to just make a simple upgrade like your post Dinadad, not worrying about queues but every time I delete the requirements node is seems to magically get replaced or just doesnt take. Its very odd.
I've just followed Dinadan's instructions on setting up a linear upgrade system but can't find a way to hide the button when the max level has been reached. What's happening is the max level finishes and the button remains, you can still click it and it will take your minerals but it will no longer have an upgrade effect on the target. Anyone know how to hide them?
I've just followed Dinadan's instructions on setting up a linear upgrade system but can't find a way to hide the button when the max level has been reached. What's happening is the max level finishes and the button remains, you can still click it and it will take your minerals but it will no longer have an upgrade effect on the target. Anyone know how to hide them?
Just add another node to the requirement that counts the number of upgrades completed and check if it's below a certain number.
May you please explain this process further? I don't know exactly how to create a node that counts the number of upgrades completed. I've been workin' on tryin' to solve this issue for days. =c
http://www.sc2mapster.com/assets/how-easy-make-lots-linear-upgrad/
watch this link i good explain!! how to create bunch of upgrades like 200 upgrade with +5 dmg and increased mineralz + 10 it also shows how to remove the upgrade when it reach the max level with 1 single trigger easy and nice!!
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I'm trying to figure out how to make the max upgrades more then 3, and wanted to know if there was a simple way like in starcraft one where you just say, Base cost, upgrade factor, start level, and max level. Is this possible or do I have to make a new level for each upgrade like they have done for the first 3 on everything?
@JB4times4: Go
The upgrades already in the game do not actually use levels, but instead are three distinct upgrades. It is possible to give a single upgrade multiple levels, but then you can't change the icon with every level. If you don't care about the icon, just modify the "Max Level" field of an upgrade, and modify the requirements of the associated research ability.
For instance, suppose I want to take the "Hi-Sec Auto Tracking" upgrade and give it 10 levels, each level adding +1 range. Find the Upgrade in the data editor, and change it's max level to 10. The upgrade is already set to add 1 range, and this effect is cumulative with each level, so no change is necessary there.
Now, I find the engineering bay research ability, and I find that Hi Sec Auto Tracking is associated with the Requirement "Learn Terran Defense Range Bonus." Let's find this requirement and modify it. If we don't, the research button will disappear from the engineering bay after the first level.
If you go to the Requirement and open the node link thing, you can see that "Show" requires "Count Upgrade HiSecAutoTrackingQueued or Better" to be equal to 0. This means that if you queue it up, the button disappears, and if the research finishes, it's gone forever. Just delete this and we are good to go.
Simply deleting the requirement creates another problem. We can make multiple engineering bays and queue up the upgrade at all of them to jump several ranks of the upgrade at once! We can get around this by making the upgrade just check to make sure that there isn't a research queued, but not having it count completed research. You would not be able to queue up multiple levels of the upgrade, but it also means you can't research multiple levels at the same time at multiple bays.
The weakness of this system is two-fold. First, every level of the upgrade costs the same amount. This is actually fairly easy to fix. The other weakness is that the effects of the upgrade can only be linear. Level 2 adds the same bonus as level 1, etc. I can't really make it give +1 range, then +3, then +6, etc, because that isn't a linear increase.
Since we're talking about linear increase, this is the answer to the cost/time problem. You can actually make research that modifies the cost and time of ability execution. Since research is an ability, you can actually make research that modifies the time and costs of research, including itself. So for each level of Hi-Sec, I could tell it to add 50 minerals to the cost of Hi-Sec, and the cost would go up with each level. If you do this, it's imperative that you don't allow more than one to be queued up. Because the cost is paid when you queue the research, you can actually pay less by queueing up several levels of it before the research finishes, and you pay the level one cost for queueing because the research isn't done yet. As long as you have the requirement hide the button when the research is queued, you'll be fine.
@MasterDinadan: Go
Awesome, so what is it that I modify to make the cost increase with each upgrade level?
@JB4times4: Go
The Upgrade has a data reference that tells it specifically what data fields it modifies. Typically, it modifies the "Amount" of a damage effect, or it modifies the life or shield armor of a unit. But you can have it modify nearly anything, including abilities. So add a new data reference, choose ability, find the Research ability, and change the cost. The only thing is that you have to figure out which entry corresponds to your upgrade, as the data reference dialog just has the researches listed from 1 to 30 and no name, but if you look at the ability, you can see which is which. For instance, I think Hi Sec is number 1 on the Engineering Bay research ability (it is not necessarily the order of the buttons!)
Thanks Dinadan, answered my question before I had to ask it :)
I think the data editor is buggy.
I tried to just make a simple upgrade like your post Dinadad, not worrying about queues but every time I delete the requirements node is seems to magically get replaced or just doesnt take. Its very odd.
Bumpety bump :)
I've just followed Dinadan's instructions on setting up a linear upgrade system but can't find a way to hide the button when the max level has been reached. What's happening is the max level finishes and the button remains, you can still click it and it will take your minerals but it will no longer have an upgrade effect on the target. Anyone know how to hide them?
Double bump
Just add another node to the requirement that counts the number of upgrades completed and check if it's below a certain number.
@MasterDinadan: Go
May you please explain this process further? I don't know exactly how to create a node that counts the number of upgrades completed. I've been workin' on tryin' to solve this issue for days. =c
http://www.sc2mapster.com/assets/how-easy-make-lots-linear-upgrad/ watch this link i good explain!! how to create bunch of upgrades like 200 upgrade with +5 dmg and increased mineralz + 10 it also shows how to remove the upgrade when it reach the max level with 1 single trigger easy and nice!!