That was the video you had me watch originally and the one I've been trying to base it off of.
I tried the Unit Compare Veterancy Levels and had it set to:
compare - Greater then or equal to
Value - 2
and it still didn't work. I also tried less then 2 and that also didn't work.
sorry, just re-read that and it wasn't clear.
I want to give it to him when he becomes level 2. When I set it to >=2 no matter what level he is he doesn't get it. When I set it to >=1 he starts the game with it.
[edit]
is there a way to be notified of new posts? Or do I just have to keep checking/refreshing.
This is what I setup and I thought I followed everything he did so I'm not sure whats up.
I tried it on a marauder's concusive shells and when I have it set to CountBehavior(Marauder,CompleteOnly) >= 2 it doesn't work (even after he gains levels) but when I have it set to CountBehavior(Marauder,CompleteOnly) >= 1 it is always working.
Sorry that I didn't reply while you were still on =/
I'm sure I'm just going to piss you off, but I'm still very confused.
I'm looking at (I think) the campaign assimilator but I can't find any sort of validator besides is flying, is not flying.
Part 1:
I've created a player requirement validator, and a requirement that counts veterancy I just can't figure out how to do anything with it.
Part 2:
Alright, I think I got everything for this I'm just still trying to figure out how to setup the validator to say "lhas to be level 2 hero"
For getting the shield to appear under the actor you need to give it a validate unit term and have a validator that is of the Player Requirement type which then links to a requirement that counts your veterancy level.
I have no idea what you are talking about. I understand actors and validators but no idea how to combine the two like this.
As for the extra damage vs light, just give the weapon a set effect with a damage effect that does damage to light units that is disabled using the same validator as the blue flames.
We have been having a hell of a time trying to figure this one out. I'm trying to give upgrades via veterency, and we can't get it.
We can add the health a combat shield adds but how do we get it to show the shield?
and then the reason I asked the question how I did, How do we add the bonus damage Vs light and give blue flames to the hellion?
We are really struggling with this one (going on 2 hours of constant testing to no avail)
Do you have to have the animation in the same timeline range or could I add, for example, a new animation to the end and rename it to attack 02 and then delete the original attack 02 and make my own animation at the end?
0
Yep, nothing there either.
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@DrSuperEvil: Go
ya, I have level 0 exp required 0. level 1 exp req 5. level 2 exp req 10. level 3 exp req 20.
And all the way to level 3 still nothing changes.
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That was the video you had me watch originally and the one I've been trying to base it off of.
I tried the Unit Compare Veterancy Levels and had it set to:
compare - Greater then or equal to
Value - 2
and it still didn't work. I also tried less then 2 and that also didn't work.
0
cool, I'll watch and then update. I've got to go to work so it'll be a bit before i get a chance to watch.
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@DrSuperEvil: Go
What do you mean by completed at the unit?
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sorry, just re-read that and it wasn't clear.
I want to give it to him when he becomes level 2. When I set it to >=2 no matter what level he is he doesn't get it. When I set it to >=1 he starts the game with it.
[edit]
is there a way to be notified of new posts? Or do I just have to keep checking/refreshing.
0
Well, that's what I said. I did it with the marauder and when I had it set to >= 2 it never works but when I set it to >= 1 it always works.
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thats what I did. My requirement says "Count (veterancy behavior) > 1"
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nope. something is wrong with the validator/requirement and I can't figure out what.
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This is what I setup and I thought I followed everything he did so I'm not sure whats up.
I tried it on a marauder's concusive shells and when I have it set to CountBehavior(Marauder,CompleteOnly) >= 2 it doesn't work (even after he gains levels) but when I have it set to CountBehavior(Marauder,CompleteOnly) >= 1 it is always working.
Sorry that I didn't reply while you were still on =/
0
I'm sure I'm just going to piss you off, but I'm still very confused.
I'm looking at (I think) the campaign assimilator but I can't find any sort of validator besides is flying, is not flying.
Part 1:
I've created a player requirement validator, and a requirement that counts veterancy I just can't figure out how to do anything with it.
Part 2:
Alright, I think I got everything for this I'm just still trying to figure out how to setup the validator to say "lhas to be level 2 hero"
0
I have no idea what you are talking about. I understand actors and validators but no idea how to combine the two like this.
again, not sure how to do this.
Thanks for your help guys!
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@AluCardvanHellsing: Go
That may be my only option so if you wouldn't mind a quick tutorial that'd be sweet!
0
We have been having a hell of a time trying to figure this one out. I'm trying to give upgrades via veterency, and we can't get it. We can add the health a combat shield adds but how do we get it to show the shield? and then the reason I asked the question how I did, How do we add the bonus damage Vs light and give blue flames to the hellion?
We are really struggling with this one (going on 2 hours of constant testing to no avail)
Thanks in advance!
0
@Triceron: Go
Do you have to have the animation in the same timeline range or could I add, for example, a new animation to the end and rename it to attack 02 and then delete the original attack 02 and make my own animation at the end?