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    posted a message on need help with hero transformation
    Quote from MangledMind: Go

    Using triggers, you can replace the marine with either the marauder or firebat. Use integer variables to keep track of what levels the marine’s abilities are at. And depending on the variables you can pick which unit to replace the marine with.

    Hope this helps, if not give me a better understanding of what your setup is, and what your tryna do

    • Start > level 1 with a passive static (non-leveling) ability.
    • Hit level 2 > gain 1 skill point allowing you to begin purchasing abilities. Starting at level 2 there are 2 abilities to invest in. Burst fire & stimpack. Lets say you are now level 5. From 2-5 each time you leveled up you got a skill point totaling 4 points. You chose to put 3 of those into burst fire and 1 into stimpack giving you a 3/3-1/3 ratio. Now at level 5 your XP gain is capped. And you must choose a career path. You must choose between marine core (marauder) or engineering core (firebat).
    • You choose marauder> you transform into a marauder using its basic attack and its model art. You retain burst fire and stimpack right where you left them and gain 2 new abilities so you have: burst fire(3/3), stimpack(1/3), mayday(0/3) and concussive rounds(0/3). also you can now continue to acquire xp. you level yourself to 10 and xp stops. again each level grants a skill point and with your choices you have: burst fire(3/3), stimpack(2/3), mayday(2/3) and concussive rounds(2/3). You must now choose a specialty. ghost, reaper or medic.
    • you choose ghost. you turn into a ghost with its appearance and attack and you now have: burst fire(3/3), stimpack(2/3), mayday(2/3), concussive rounds(2/3) cloak(0/3) and snipe(0/3). while leveling you hit level 15 and you unlock nuke(0/1). at level 20 xp caps and you would have all abilities maxed.

    if you had gone firebat you would have thier abilities instead of a marauder and your ending selection would be goliath, thor or technition.

    There are 6 final forms and 2 intermediate forms only 1 starting form.

    EDIT:Just to be clear the player would be investing points how they wished in what was available to them.

    Posted in: Miscellaneous Development
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    posted a message on need help with hero transformation

    So the concept is a war3 hero that as you level you can choose a career path. I want to use a hero building for resurrection and to make the selection of career path. But this is how it has to work. Level 1-5 as a marine. Pick up a skill point for each level starting at level 2. But there are 2 abilities to invest in that each reach level 3. This means that 4 points will be spent by level 5 leaving the abilities either 2/3-2/3 or 1/3-3/3. At level 5 the hero is upgraded to a marauder or firebat (attacks, looks, behavior- all of it) and gains new abilities to invest points into. This new version of the hero needs to keep those initial abilities at the same "learned" level as the previous incarnation.

    The process will be repeated later at level 10 too.

    I have created the hero for level 1-5 already but I don’t know how to go about setting this up.

    Posted in: Miscellaneous Development
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    posted a message on 2 small easy questions.

    1. I followed onetwosc's tutorial for a frost bolt in hopes I'd discover a way to make a click button >click target> hit them with an energy blast type of ability. I ran into a problem where i click the ability then the target and nothing would happen at all. was hoping someone could tell me where to look to fix that kind of issue

    2. I want to make an ability that is autocast enable drains energy to add a poisen effect to auto attacks.

    any help would be appreciated.

    Posted in: Data
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    posted a message on Please translate.

    Ok, so i asked for and got some help i needed from battle.net however i dont understand it. I've done some decent triggering in wc3 never got into jass but I havn't touched triggers in sc2 yet. can you explain to me how to go about setting up the triggers he is talking about here?

    I had to do a lot of ability transfers in my map. I can explain to you how I did it. I'm assuming you're using triggers for your transformation. One warning: this takes a LOT of work, and I'm 90% sure this isn't the best way to do it.

    Please note: THIS WILL NOT WORK IF YOU DON'T HAVE A SEPARATE BUTTON FOR EVERY LEARN ABILITY/LEVELUP

    For ability transfers, the hero needs to have the "Learn" ability (which the original unit had) in his ability roster (it does NOT have to be on his command card).

    Next, you need a very large array of ability commands, with the first level of array matching the highest player number that has a hero (So if there are four players, and the first player is a hostile, you need 5. If you just have 4 players from 1-4, you just want 4 in the array).

    Next, you want another array inside of that array, that equals the number of abilities available. Now you have two options, you can make one massive nested if then else statement, or you can make a lot of tiny triggers. The triggers will look like this

    Events: Unit - Any Unit uses Hellion - Hellion - Arm Overclocked Battery at Generic1 - Any stage (Ignore shared abilities)

    Actions: Variable - Set Abilities Learned[(Triggering player)][0] = (Triggering ability)

    Now the annoying part is that you need a separate event and variable for each of these, because the second array [0] needs to change based on the ability. Also another important thing to note is that abilities that level up multiple times needs to have Level 1 before level 2, which needs to be before level 3...

    Next, you'll want to restore these abilities. That is the easy part. In you're transformation trigger, you'll want this:

    Unit - Order (Last created unit) to (Abilities Learned[(Triggering player)][Learning]) (Replace Existing Orders)

    You can do this part however you want. You can use your choice in loops, or you could simply create one action per each ability array [1] [2] [3] [4] and so on.

    Posted in: Triggers
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    posted a message on Ok, I really need help with this one

    @nevjmac: Go

    I've created the level 1-5 begining for the terran and there are 2 minor bugs i'm trying to work out.

    1. 1: is the animation. when the unit 1st goes to attack he'll take a shot before returning to an idle standing stance to finish the attack. he wont continue to use the attack animation untill he is done attacking.
    1. 2: one of the learn abilities buttons in the learning part of the command card is showing the rank number on the button. wouldn't be a problem if the other one was too. having 1 do it and 1 not is rather annoying when I dont know how to alter that. Can't seem to find the flag for it either.

    EDIT: Also, just to clerify...

    I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.

    I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.

    I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.

    Would my origonal idea be better?

    Posted in: Miscellaneous Development
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    posted a message on Ok, I really need some help with this one.

    @fosere: Go

    Thanx, it'll sure help but I dont think it'll be near enough. I really appreciate the response though.

    Just to clarify...

    I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.

    I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.

    I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.

    Would my origonal idea be better?

    Posted in: Miscellaneous Development
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    posted a message on Ok, I really need some help with this one.

    I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.

    To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.

    When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.

    So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.

    Any help or clues to help me unravel it would be awesome.

    No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.

    Posted in: Miscellaneous Development
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    posted a message on Ok, I really need help with this one

    I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.

    To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.

    When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.

    So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.

    Any help or clues to help me unravel it would be awesome.

    No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.

    To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.

    When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.

    So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.

    Any help or clues to help me unravel it would be awesome.

    No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.

    EDIT: Just to clarify...

    I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.

    I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.

    I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.

    Would my origonal idea be better?

    Posted in: Tutorials
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