@ Gizmachu
That wouldnt work for what I want because I would need two requirements set and the research abilities arnt in the requirements selection. Thanks for the help though :D
This could work, but may cause some problems/bugs if the research is then canceled. Ide recommend reading up on how to make your own requirement, its fairly straight forward and you can do exactly what you want done, the tooltip will even display why the player cannot research the mutually exclusive research item.
You dont, requirements are made/edited in the data editor, take a look at some of the other tech requirements, its a little tricky at first, see if i can explain :)
Lets take a look at the Learn Protoss Ground Weapons 3 requirement.
under the first Folder, of the same name. You will see 2 More folders, one is Use, and one is Show.
When a button has this requirement, it will show in the command card if the conditions under the "Show" Folder return true, in this case. If the count of the protossgroundwepaonslevel3 is que'd or better, meaning its been que'd up somewhere, or its been completed already (the better portion of the statement) is equal to 0, it will show up. If that statement returns false, meaning we DO have it que'd up somewhere(because now the count is not equal to 0), or we have it competed, the button will be hidden.
The use folder functions the same way, if the statements inside it, return true, the ability is usable, in our example, the ProtossGrounWeaponsLevel2 must be complete and any amount of (notice there's no constant with the unit count statement) TwilightCouncils are equal to complete.
At least that's how i understand it, Ive only made a few requirements myself.
I Just foun a nice "allow/disallow upgrade for player" action. that might be exactly what you need. especialy since it only disallows the single upgrade and not the ability, and as such further upgrades from that abillity.
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How do I make a trigger that wont allow a research ability to be researched after the research is finished?
Like so: Player 3 researches Unlock Marine (so when that research gets finished this happens: ) Unlock SCV research unavailable.
you can use requirements for that. No need for triggers. I think there might be a tutorial for requirements somewhere, not sure.
To do it with triggers, make the event "Unit uses ability" - Set it to the unit and the training ability,
Then for the action, find the "Enable/Disable (or allow/disallow) ability" - set it to disable the training ability.
You may need to add a "Wait" command so that the training can finish before it disables the ability.
Then, use the same Enable/Disable command but Enable whichever new ability you want enabled.
Hope this helps!
@ Gizmachu That wouldnt work for what I want because I would need two requirements set and the research abilities arnt in the requirements selection. Thanks for the help though :D
@ HeyRevolver
Thanks! thats what I needed :D
@HeyRevolver: Go
This could work, but may cause some problems/bugs if the research is then canceled. Ide recommend reading up on how to make your own requirement, its fairly straight forward and you can do exactly what you want done, the tooltip will even display why the player cannot research the mutually exclusive research item.
@DarkShape80: Go
Yeah but he asked for it with triggers, and thats the only way I know how to do it with triggers.
I agree it would be better to use requirements, but to each his own!
@HeyRevolver: Go
True :)
by the way how would I make a requirement with triggers?
@Darkling155: Go
You dont, requirements are made/edited in the data editor, take a look at some of the other tech requirements, its a little tricky at first, see if i can explain :)
Lets take a look at the Learn Protoss Ground Weapons 3 requirement.
under the first Folder, of the same name. You will see 2 More folders, one is Use, and one is Show.
When a button has this requirement, it will show in the command card if the conditions under the "Show" Folder return true, in this case. If the count of the protossgroundwepaonslevel3 is que'd or better, meaning its been que'd up somewhere, or its been completed already (the better portion of the statement) is equal to 0, it will show up. If that statement returns false, meaning we DO have it que'd up somewhere(because now the count is not equal to 0), or we have it competed, the button will be hidden.
The use folder functions the same way, if the statements inside it, return true, the ability is usable, in our example, the ProtossGrounWeaponsLevel2 must be complete and any amount of (notice there's no constant with the unit count statement) TwilightCouncils are equal to complete.
At least that's how i understand it, Ive only made a few requirements myself.
Thats outta my experience range, Ill just figure out an alternative thanks though :D
I Just foun a nice "allow/disallow upgrade for player" action. that might be exactly what you need. especialy since it only disallows the single upgrade and not the ability, and as such further upgrades from that abillity.