I don't think the way you're envisioning it is possible, but you're welcome to dabble in custom interfacing and set up your own experience/level displays. I know there is a way to do just about anything in the trigger system.
I guess if you wanted me to really help you, I would have to ask you what you wanted to accomplish by having multiple veterancy levels. There may be an easier way or a workaround that you could use.
Are you thinking like WoW, how they have character levels and also a talent tree?
Hmm, it's similar. Well, what I was thinking of was different ways for a player to train their hero, focusing on different areas that would have different rewards upon leveling.
I don't think you would necessarily need multiple leveling aspects to take care of that sort of flavor. You could just make requirements for your abilities that you put on your hero.
Say you have a snipe skill that you only want if your marine is going to become a sniper, and then eventually maybe a ghost... You have the snipe skill require 10 agility, but they only start out with 4 agility. Then, once they learn the snipe skill to level 3 or something, they have the option to train into a sniper hero, which then no longer has access to other abilities you might've had on the original (like grenade toss or something that a sniper wouldn't use but a marine might).
Edit:
And of course grenade toss might have its own requirement of 6 strength or something, that way to get both you'll have to gain 6 levels worth of agility and another 2 levels of strength to access both (which may lead to another, separate hero class upgrade).
Anytime, if you need help with the workaround, feel free to post. I'm almost positive I could get the system I just talked about to work if you needed me to work together with you.
I suck at custom code so making workarounds is my specialty, lol.
I'd feel awkward making a new topic with this on the first page, so I shall hijack it.
I've been bashing my head against this for some time and am totally confused.
I made an Item based on Bifuu's Hero tutorial, which is supposed to be of WeaponClass. It's associated with a new Weapon I made, which is copied from the DT's weapon with the stats altered. I've also got a Button for it. Then I made a Unit for the associated Item, and copied the Pylon Actor to use as it.
Now, I can see the item fine on the editor. It's no black circle or something; it looks totally right. But when I go to test the map, the item just isn't there at all.
... Let me clarify the problem to see if that gets more responses.
So I've got a Unit (of type Item) named Dark Blades, which holds an Item (named Dark Blades). The Unit Dark Blades' model is a copy of a regular Pylon, with the models fixed and everything. I place the unit in the Editor, and it shows up fine like a Pylon. But, when I test it, it isn't there.
And it's within another unit's sight range at the beginning, so it couldn't have been somehow removed before I saw it or something (like getting destroyed). I don't see it even at the very beginning.
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Is there a way for a hero to have several different leveling behaviors, and to have different kills award experience in different areas?
@Sceptilesolarbeam: Go
I don't think the way you're envisioning it is possible, but you're welcome to dabble in custom interfacing and set up your own experience/level displays. I know there is a way to do just about anything in the trigger system.
I guess if you wanted me to really help you, I would have to ask you what you wanted to accomplish by having multiple veterancy levels. There may be an easier way or a workaround that you could use.
Are you thinking like WoW, how they have character levels and also a talent tree?
Hmm, it's similar. Well, what I was thinking of was different ways for a player to train their hero, focusing on different areas that would have different rewards upon leveling.
@Sceptilesolarbeam: Go
I don't think you would necessarily need multiple leveling aspects to take care of that sort of flavor. You could just make requirements for your abilities that you put on your hero.
Say you have a snipe skill that you only want if your marine is going to become a sniper, and then eventually maybe a ghost... You have the snipe skill require 10 agility, but they only start out with 4 agility. Then, once they learn the snipe skill to level 3 or something, they have the option to train into a sniper hero, which then no longer has access to other abilities you might've had on the original (like grenade toss or something that a sniper wouldn't use but a marine might).
Edit: And of course grenade toss might have its own requirement of 6 strength or something, that way to get both you'll have to gain 6 levels worth of agility and another 2 levels of strength to access both (which may lead to another, separate hero class upgrade).
Hmm, okay. I see how I might make that work. Thanks.
@Sceptilesolarbeam: Go
Anytime, if you need help with the workaround, feel free to post. I'm almost positive I could get the system I just talked about to work if you needed me to work together with you.
I suck at custom code so making workarounds is my specialty, lol.
I'd feel awkward making a new topic with this on the first page, so I shall hijack it.
I've been bashing my head against this for some time and am totally confused.
I made an Item based on Bifuu's Hero tutorial, which is supposed to be of WeaponClass. It's associated with a new Weapon I made, which is copied from the DT's weapon with the stats altered. I've also got a Button for it. Then I made a Unit for the associated Item, and copied the Pylon Actor to use as it.
Now, I can see the item fine on the editor. It's no black circle or something; it looks totally right. But when I go to test the map, the item just isn't there at all.
I am seriously going crazy here.
... Let me clarify the problem to see if that gets more responses.
So I've got a Unit (of type Item) named Dark Blades, which holds an Item (named Dark Blades). The Unit Dark Blades' model is a copy of a regular Pylon, with the models fixed and everything. I place the unit in the Editor, and it shows up fine like a Pylon. But, when I test it, it isn't there.
And it's within another unit's sight range at the beginning, so it couldn't have been somehow removed before I saw it or something (like getting destroyed). I don't see it even at the very beginning.