I'm making a TD and I want each tower to have to upgrade the detection ability in order for it to work. The ability does work but I'm having problem with the requirements.
Since I want each tower to have to upgrade the detection behavior in order for it to work for that tower, I use Count upgrade - name of upgrade - "Completed at unit".
I use the Queued or better at unit to make the upgrade button disappear when upgrading it. This works. The button disappears when the upgrade is queued but comes back when the upgrade is finished. The reason it comes back is that the game doesn't recognize that the upgrade is in fact completed at the unit. Detection doesn't work at any unit when I have the requirement that it must be "completed at unit". However, once I set it to only "Completed" everything works great, except that every tower now has the ability which is something that I don't want.
What do I do to fix this? Any help is appreciated.
MasterDinadan, I'm not completely sure what you mean. Kinda new to the editor scene. :)
But if I understand you correctly, you're suggesting that the behavior shouldn't even exist on the unit before I use the upgrade ability and thus shouldn't need a "have" requirement? If so, how would I make it so that it doesn't upgrade all the units in the affected units array? Wouldn't I still need to have a requirement that it has been "completed at unit"?
Thanks to the guys in the IRC channel who pointed me in the right direction, I managed to figure out how to do it.
Someone said that upgrades are global and that I should use the Learn ability (the same people use for heroes) instead while having the behavior as part of the ability. No need for requirements in other words.
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I'm making a TD and I want each tower to have to upgrade the detection ability in order for it to work. The ability does work but I'm having problem with the requirements.
Since I want each tower to have to upgrade the detection behavior in order for it to work for that tower, I use Count upgrade - name of upgrade - "Completed at unit".
I use the Queued or better at unit to make the upgrade button disappear when upgrading it. This works. The button disappears when the upgrade is queued but comes back when the upgrade is finished. The reason it comes back is that the game doesn't recognize that the upgrade is in fact completed at the unit. Detection doesn't work at any unit when I have the requirement that it must be "completed at unit". However, once I set it to only "Completed" everything works great, except that every tower now has the ability which is something that I don't want.
What do I do to fix this? Any help is appreciated.
I hate to bump stuff, but this is reeaaally getting frustrating as I need the "Completed at unit" requirement for A LOT of things in my map.
@Werepenguin: Go
Why not just add the behavior when the ability is used, and have the ability Show requirements to check for the behavior?
@MasterDinadan: Go
MasterDinadan, I'm not completely sure what you mean. Kinda new to the editor scene. :)
But if I understand you correctly, you're suggesting that the behavior shouldn't even exist on the unit before I use the upgrade ability and thus shouldn't need a "have" requirement? If so, how would I make it so that it doesn't upgrade all the units in the affected units array? Wouldn't I still need to have a requirement that it has been "completed at unit"?
You are using "Completed at Unit" in an Equals node along with a constant '1', right?
Thanks to the guys in the IRC channel who pointed me in the right direction, I managed to figure out how to do it.
Someone said that upgrades are global and that I should use the Learn ability (the same people use for heroes) instead while having the behavior as part of the ability. No need for requirements in other words.