I'm making a custom hero map where the player can choose their hero and which abilities they want, but I'm stuck on how I would go about adding those abilities to the unit. I've been trying things for the past couple days and got as far as using the Catalog triggers, but when I try to modify the AbilArray[x].Link or CardLayouts[1].LayoutButtons I get "catalog field could not be written" errors.
I know there's a couple maps out there doing this and many other in development but I haven't been able to find any tutorials on the topic. The closest I found was to assign every ability in the game to every hero and then enable/disable them via triggers, but then I'd have to create a Q, W, E, and R button for each ability as well to assign to each command card slot and somehow enable/disable them.
Requirements:
- Be able to assign an ability button to a given command card slot
- Be able to set the ability button's hotkey
Example:
- Start up a map with a marine unit
- Enter text: "snipeW" and the marine gets the snipe ability added to slot 2,1 with hotkey W
- Enter text: "snipeE" and the marine gets the snipe ability added to slow 2,2 with hotkey E
You can't modify the card by catalog triggers or upgrades.
If you really want any ability assignable to any QWER hotkey, then yes, you will have to create those buttons for all of them, and upgrades to enable them.
Its far more work than its worth, but if you would like to try, I believe it was... Kueken who actually built a Custom hero framework, so he might be able to help you, I haven't been there in a few months but he frequents the IRC. so check that(link to IRC on front page)
Just chiming in that I use the enable/disable method; which is kinda a pain, but not really. By setting the abilities to variables, using dialogs to select the abilities, some loops; ect... It wasn't too much work. The only difference is that I have X number of skills for slot 1, then X number for 2, ect... As opposed to using the same skill for multiple slots.
Kueken I believe created a system involving upgrades; so you only have a few base skills to pick from; then when you buy the upgrade, it changes cooldown, energy cost, and effect of the skill. This way you only need 3 base "dummy" skills for each slot. Err, I recall him telling me about this a couple of years ago.
@TyaStarcraft: Go
Your maps are always so well polished. Just spent a half hour trying out Spellbreak. Super creative.
And the ability system seems to do what I'm looking for... a single hotkey with changeable tooltip, icon, and ability. Do you have anything you could share? Map/mod source.. general instruction? :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm making a custom hero map where the player can choose their hero and which abilities they want, but I'm stuck on how I would go about adding those abilities to the unit. I've been trying things for the past couple days and got as far as using the Catalog triggers, but when I try to modify the AbilArray[x].Link or CardLayouts[1].LayoutButtons I get "catalog field could not be written" errors.
I know there's a couple maps out there doing this and many other in development but I haven't been able to find any tutorials on the topic. The closest I found was to assign every ability in the game to every hero and then enable/disable them via triggers, but then I'd have to create a Q, W, E, and R button for each ability as well to assign to each command card slot and somehow enable/disable them.
Requirements: - Be able to assign an ability button to a given command card slot - Be able to set the ability button's hotkey
Example: - Start up a map with a marine unit - Enter text: "snipeW" and the marine gets the snipe ability added to slot 2,1 with hotkey W - Enter text: "snipeE" and the marine gets the snipe ability added to slow 2,2 with hotkey E
Any help would be greatly appreciated. :)
@michaeldrotar: Go
You can't modify the card by catalog triggers or upgrades.
If you really want any ability assignable to any QWER hotkey, then yes, you will have to create those buttons for all of them, and upgrades to enable them.
Edit: At least to my knowledge.
@michaeldrotar: Go
Its far more work than its worth, but if you would like to try, I believe it was... Kueken who actually built a Custom hero framework, so he might be able to help you, I haven't been there in a few months but he frequents the IRC. so check that(link to IRC on front page)
Just chiming in that I use the enable/disable method; which is kinda a pain, but not really. By setting the abilities to variables, using dialogs to select the abilities, some loops; ect... It wasn't too much work. The only difference is that I have X number of skills for slot 1, then X number for 2, ect... As opposed to using the same skill for multiple slots.
Kueken I believe created a system involving upgrades; so you only have a few base skills to pick from; then when you buy the upgrade, it changes cooldown, energy cost, and effect of the skill. This way you only need 3 base "dummy" skills for each slot. Err, I recall him telling me about this a couple of years ago.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I have a working map with exactly this system, named "Spellbreak", if you fancy taking a look at what is viable using such a method.
(name change just to be confusing)
@MasterWrath: Go I hope that's not the case. :)
@SearingChicken: Go @GlornII: Go Thanks for the info. I'll try to get in touch with Kueken. :)
@TyaStarcraft: Go Your maps are always so well polished. Just spent a half hour trying out Spellbreak. Super creative. And the ability system seems to do what I'm looking for... a single hotkey with changeable tooltip, icon, and ability. Do you have anything you could share? Map/mod source.. general instruction? :)