Hi there!
I'm still having problems making passive habilites like the marauder slow effect to the objetive when he attack. I'm going to try to describe how I'm doing it the best I can:
- I have used the OneTwo hero tutorial for start with my hero's work ( ).
- The next image show how I have made the pasive hability icon with its requisite. It works perfectly, It start on gray, and when the hability level is more or equal to 1 it's ready. If I use the requisites I have made for the weapon effects ( the only diference is than the value must be equal) it works well too.
- And in the marauder weapon establish effect I have 5 effects, one for each level. Each one has a diferent behavior and a validator.
For example:
Marauder Slow effect level 1 -> player requisite validator: pasive hability level must be equal to 1
Marauder Slow effect level 2 -> player requisite validator: pasive hability level must be equal to 2
...
This work fine for the first level, the hero start without the slow effect and when you update the hability to level 1 it has its first effect, but it's not working for level 2,3,4 and 5.
i have the same problem , the requirements work for the first level of a passive ability, then it messes up for the rest ( except my is a +2stats to everything ability) no idea what to do.
But the problem is not with the buttons, it works well, the problem is with the hability effect, I could have the hability without any button if I want...
I have exactly the same problem. With the passive abilities it seems isn't as easy, in the active skills you can have the list on the Effect:Effect. There is no such kind of list for passive skills (there is no skill whatsoever, only effects), so the game can't find the second level of the skill.
If someone can find a way to make a passive skill like Concussive Shells, trainable in multiple levels, please post an example. I'm stuck badly here...
The way I'm doing it is not level by level exactly. The marauder weapon has got the 5 slow effects. I use the validators becouse I only want one effect active at the same time. If I remove the validators all this effect work at the same time so I have a very strong slow effect.
So becouse this and becouse the passive icon works perfectly I think there is a problem with my validator showed in the next image:
If you search these forums I believe there is a thread explaining how to do it, maybe I will make a guide for it but I am currently busy with the Alpha stage of my current map.
Basically you need a "dummy" ability you can upgrade and create a count of this as a requirement for your behavior. Meaning add all the behaviors to your hero as if you would learn them, but add a requirement that the count ability learned at unit required for each level for the behavior to take effect.
If you still can't figure it out, find out if there is any youtube/forum tutorials on this subject. If there is not I will make one.
EDIT: Validaters are only used for certain applications, this should not be one of them. 9/10 you can accomplish task with requirements if you know what to do. For instance, when you want a hero to have an ability to learn at level 2, 4, 6 or 1, 3, 5, etc. you can use complicated validators or a single requirement. The requirement also let's you add custom text which is a nice affect as well.
yea the level skip one was pretty tuff to figure that one out ,but eventually i did, however the leveling of passive abilitys took me a very long time to figure it out ..and I just finally did :D . thank god im over this hurdle..
basically create your aura or whatever.
now put ALL of your "main buffs that represent each level " on the hero behaviour field. for these main buffs make sure to have a requirement attached to each one. The requirement is to count the "dummy ability level" . Now for setting all this up, create a dummy ability.. The " ability behaviour type will do as the dummy. Now Stack the buffs that you were going to use for it in there (so that the ability levels)
So Bottom line how to make this. Create a dummy ability, then create each passive level (1 main buff = 1 level) then tie requirements to each of the main buffs. Use a "count ability requirement which means state the counted ability as the dummy ability. Just make sure to create a requirement for Each buff , higher levels needs higher constants. So level 1 = constant 1 , Then the level 2 =constant 2 and so on ... in the requirements
I will make a video tutorial guide tomorrow on how to level auras/passive abilities for your hero. Basically, anything you can use level points on that isn't an actual click and use ability.
yea the level skip one was pretty tuff to figure that one out ,but eventually i did, however the leveling of passive abilitys took me a very long time to figure it out ..and I just finally did :D . thank god im over this hurdle..
basically create your aura or whatever.
now put ALL of your "main buffs that represent each level " on the hero behaviour field. for these main buffs make sure to have a requirement attached to each one. The requirement is to count the "dummy ability level" . Now for setting all this up, create a dummy ability.. The " ability behaviour type will do as the dummy. Now Stack the buffs that you were going to use for it in there (so that the ability levels)
So Bottom line how to make this. Create a dummy ability, then create each passive level (1 main buff = 1 level) then tie requirements to each of the main buffs. Use a "count ability requirement which means state the counted ability as the dummy ability. Just make sure to create a requirement for Each buff , higher levels needs higher constants. So level 1 = constant 1 , Then the level 2 =constant 2 and so on ... in the requirements
if you set it up correctly it will work .
All this stuff is exactly what I'm doing. The marauder weapon has the damage effect and 5 slow effect, one for each level of the dummy halibity. Each slow effect has a "player requisite " validator, referencing each one to a diferent requisite like this one:
Seems that doesn't work for me either. I can train the dummy skill 3 times, but the count seems to return always 1 and always activates the firt behaviour. Complete At Unit references the caster, not the target I hope.
I can't wait for that video tutorial, I must be missing something basic here. Please use Concussive Shells and not a self-buff for the example. Thanks in advance.
you have to make sure your dummy ability has as many blank effects as
you want it to have levels.
otherwise it gets the first rank and doesn't level further.
My dummy skill already has 3 blank effects, without them I can't train past level 1. But even if I train, the Completed At Unit seems to return always 1, so the first behaviour is the only one active.
As I already said must be some silly stuff I missed, waiting for that video tutorial :)
I already make it work with a self-buff, a +Armor Buff. I can't make it work with the Marauder's slowing effect, completed at unit seems to not work if the behaviour is a debuff on another unit. Or I can't see what I'm doing wrong. :(
Hi there! I'm still having problems making passive habilites like the marauder slow effect to the objetive when he attack. I'm going to try to describe how I'm doing it the best I can:
- I have used the OneTwo hero tutorial for start with my hero's work ( ). - The next image show how I have made the pasive hability icon with its requisite. It works perfectly, It start on gray, and when the hability level is more or equal to 1 it's ready. If I use the requisites I have made for the weapon effects ( the only diference is than the value must be equal) it works well too. - And in the marauder weapon establish effect I have 5 effects, one for each level. Each one has a diferent behavior and a validator. For example:
Marauder Slow effect level 1 -> player requisite validator: pasive hability level must be equal to 1 Marauder Slow effect level 2 -> player requisite validator: pasive hability level must be equal to 2 ...
This work fine for the first level, the hero start without the slow effect and when you update the hability to level 1 it has its first effect, but it's not working for level 2,3,4 and 5.
Anybody can help me???
Anybody?
i have the same problem , the requirements work for the first level of a passive ability, then it messes up for the rest ( except my is a +2stats to everything ability) no idea what to do.
@jesuson: Go
You need to create additional buttons for the other 4 levels.
right now you have 1 button for the first level, you have it set to be grayed out when you don't have the ability and be colored when you have it > 1
the problem is you don't have anything different to show when you have level 2 or 3 or 4 ect.
you need to make additional button objects and add them to that control slot with their own validation on when to show or when not to.
But the problem is not with the buttons, it works well, the problem is with the hability effect, I could have the hability without any button if I want...
I have exactly the same problem. With the passive abilities it seems isn't as easy, in the active skills you can have the list on the Effect:Effect. There is no such kind of list for passive skills (there is no skill whatsoever, only effects), so the game can't find the second level of the skill.
If someone can find a way to make a passive skill like Concussive Shells, trainable in multiple levels, please post an example. I'm stuck badly here...
The way I'm doing it is not level by level exactly. The marauder weapon has got the 5 slow effects. I use the validators becouse I only want one effect active at the same time. If I remove the validators all this effect work at the same time so I have a very strong slow effect. So becouse this and becouse the passive icon works perfectly I think there is a problem with my validator showed in the next image:
I had this issue, it took me 2 days to figure it out.
http://forums.sc2mapster.com/development/map-development/6797-permanant-sp-passive-hero-ability-properties/
If you search these forums I believe there is a thread explaining how to do it, maybe I will make a guide for it but I am currently busy with the Alpha stage of my current map.
Basically you need a "dummy" ability you can upgrade and create a count of this as a requirement for your behavior. Meaning add all the behaviors to your hero as if you would learn them, but add a requirement that the count ability learned at unit required for each level for the behavior to take effect.
http://www.suterusu.com/images/hero1.JPG
http://www.suterusu.com/images/hero2.JPG
If you still can't figure it out, find out if there is any youtube/forum tutorials on this subject. If there is not I will make one.
EDIT: Validaters are only used for certain applications, this should not be one of them. 9/10 you can accomplish task with requirements if you know what to do. For instance, when you want a hero to have an ability to learn at level 2, 4, 6 or 1, 3, 5, etc. you can use complicated validators or a single requirement. The requirement also let's you add custom text which is a nice affect as well.
yea the level skip one was pretty tuff to figure that one out ,but eventually i did, however the leveling of passive abilitys took me a very long time to figure it out ..and I just finally did :D . thank god im over this hurdle..
basically create your aura or whatever.
now put ALL of your "main buffs that represent each level " on the hero behaviour field. for these main buffs make sure to have a requirement attached to each one. The requirement is to count the "dummy ability level" . Now for setting all this up, create a dummy ability.. The " ability behaviour type will do as the dummy. Now Stack the buffs that you were going to use for it in there (so that the ability levels)
So Bottom line how to make this. Create a dummy ability, then create each passive level (1 main buff = 1 level) then tie requirements to each of the main buffs. Use a "count ability requirement which means state the counted ability as the dummy ability. Just make sure to create a requirement for Each buff , higher levels needs higher constants. So level 1 = constant 1 , Then the level 2 =constant 2 and so on ... in the requirements
if you set it up correctly it will work .
I will make a video tutorial guide tomorrow on how to level auras/passive abilities for your hero. Basically, anything you can use level points on that isn't an actual click and use ability.
All this stuff is exactly what I'm doing. The marauder weapon has the damage effect and 5 slow effect, one for each level of the dummy halibity. Each slow effect has a "player requisite " validator, referencing each one to a diferent requisite like this one:
1 == CountAbil(DummyHablility,CompleteOnlyAtUnit)
Seems that doesn't work for me either. I can train the dummy skill 3 times, but the count seems to return always 1 and always activates the firt behaviour. Complete At Unit references the caster, not the target I hope.
I can't wait for that video tutorial, I must be missing something basic here. Please use Concussive Shells and not a self-buff for the example. Thanks in advance.
@fr0d0b0ls0n: Go
you have to make sure your dummy ability has as many blank effects as you want it to have levels.
otherwise it gets the first rank and doesn't level further.
Working on tutorial, wait until tomorrow, maybe 5PM EST? ^^
@Ginsupup: Go
I tried that (5 levels in cost and 5 effects), but it still not working...
Waiting the tutorial :) Thanks!
Yes, you are doing it wrong ˆˆ, will have tut up asap
My dummy skill already has 3 blank effects, without them I can't train past level 1. But even if I train, the Completed At Unit seems to return always 1, so the first behaviour is the only one active.
As I already said must be some silly stuff I missed, waiting for that video tutorial :)
Working on this tutorial, had some set backs but it will be up tonight.
@Suterusu1337: Go
Thanks for your help.
I already make it work with a self-buff, a +Armor Buff. I can't make it work with the Marauder's slowing effect, completed at unit seems to not work if the behaviour is a debuff on another unit. Or I can't see what I'm doing wrong. :(
Encoding video and then uploading to YouTube so it may be a bit still.