@Yaksmanofage: Go
I think he misunderstood you with the stats part.
Upgrades are limited to 255. Its a hard cap, and you can only increase upgrades via data. However, if you want to do some trigger work you could setup 2-3 upgrades ex. Upgrade 1, UpgradeX10, UpgradeX100. Then when Upgrade 1 has 100 upgrades, you add 1 to UpgradeX100 and reset Upgrade 1 to 0.
Now, if its just stats you can apply a behavior to a unit which can feed an attribute which can be unlimited.
And just FYI, Upgrades cant accept requirements. A Research ability could, but a requirement would only affect the ability being shown and/or usable.
I actually recently encountered this issue. It was a pain to fix though, so it all depends on how dedicated you are to fixing it, or if you want to just delete and clone again.
Anyway, the issue lies in the field. Somehow sometimes it can get links to another field (im guess usually by copy paste means). Ayway, double check the unit's ID, and also the name field. Make sure the name isn't set to something like Unit/Terran/ID or Unit/Terran/OriginalCommandCenterID
Also click the unit and press enter to pull up the initial values. See if the default values are set to some other unit. and not the default CUnit.
@BiweeklyAaron: Go
Try double checking your switch effects and the validators. With the way the system is setup, it could be one of them isnt set up properly (considering we reuse a couple of effects at level 2 & 3).
@Zero0018: Go
I looked at your screenshot and all I can say is that field does work. You arent providing any other additional details. I dont see your units, or how the behavior is applied to them, or via what effects/abilities. All you show is an editor field and say "why broken", which its not.
The cost field in a modify unit effect is design to alter the ability costs on a unit. See the wiki or the vulture spider mine drop ability as an example.
@Yaksmanofage: Go
Look at the creep tumor.
You might be able to just apply the creep behavior to the baneling. I'll warn you though, creep like this can cause severe performance issues.
@BiweeklyAaron: Go
I'd have to see what you have to know what was happening. My guess is you have something applying the persistent twice, or there is something in the actor events I missed that alters the animation duration.
@DrSuperEvil: Go
Oh, I read it wrong. Still seems like doing that as he states would be a long work around to a data only solution. Isnt it possible to gain 1 point per level and have an ability learn cost 2 points? I dont have my editor open atm so Im not sure.
Use the same validators for the behavior
SO
buff -> search -> switch (with validators): For behavior 1/2/3 -> Buff -> Switch (with the validators) -> damage effects
You'll need 4 validators of type "compare unit ability level"
Set the ability to your new "guardian shield" ability. The value count is 0 based. So level 1 = 0; level 2 = 1; level 3 = 2, level 4 = 3
You'll need a couple of switch effects. Name them Guardian Shield Duration and Guardian Shield Armored (or whatever you want)
Set the ability effect to "Guardian shield Duration" 4 times (yes the same effect, youll see why in a minute. we need 4 so the ability knows it can be leveled 4 times)
Duplicate the persistant effect 3 times, and change the values.
In the effect: guardian shield duration, setup 4 cases.
- case 0: effect: guardian shield persistant 1; validator: set to your ability level compare validator for level 1
- case 1: effect: guardian shield persistant 1; validator: set to level 2
- case 2: effect: guardian shield persistant 2; validator: set to level 3
- case 3: effect: guardian shield persistant 3; validator set to level 4
create a behavior: name it "Guardian Shield armored"
- Set the combat: damage response: ranged (unscaled) bonus to -1.
- Set the duration to something like 0.5 seconds.
- set the maximum number of stacks to 3
create 3 effects type: apply behavior
First one set to 1 stack, second one to 2 stacks, third to 3 stacks.
- Set the behavior to the armored behavior
Go to the "Guardian Shield Armored" switch effect. Set it up like the first switch.
case 0: effect: apply 1 stack; validator: level 1
case 1: effect: apply 2 stacks; validator: level 2
case 2: effect: apply 2 stacks; validator: level 3
case 3: effect: apply 3 stacks; validator: level 4
Set your search effect to the "Guardian Shield Armored" switch effect.
Open the actors tab. Find the GuardianShield actor model (type model one shot continuous)
find events and double click.
Add a new event
Effect.GuardianShieldPersistant1.Start
Right click the event and add term Set to At Caster
Set the action to Create
Duplicate 2 more times
Effect.GuardianShieldPersistant2.Start
-> At Caster
Create
Effect.GuardianShieldPersistant3.Start
-> At Caster
Create
Effect.GuardianShieldPersistant1.Stop
-> At Caster
Action type: Animation Bracket Stop, name BSD (You might have to click customize and add this name in order to select it)
Effect.GuardianShieldPersistant2.Stop
-> At Caster
AnimationBracketStop BSD
Effect.GuardianShieldPersistant3.Stop
-> At Caster
AnimationBracketStop BSD
0
@Yaksmanofage: Go I think he misunderstood you with the stats part.
Upgrades are limited to 255. Its a hard cap, and you can only increase upgrades via data. However, if you want to do some trigger work you could setup 2-3 upgrades ex. Upgrade 1, UpgradeX10, UpgradeX100. Then when Upgrade 1 has 100 upgrades, you add 1 to UpgradeX100 and reset Upgrade 1 to 0.
Now, if its just stats you can apply a behavior to a unit which can feed an attribute which can be unlimited.
And just FYI, Upgrades cant accept requirements. A Research ability could, but a requirement would only affect the ability being shown and/or usable.
0
@FDFederation: Go You're welcome :)
0
@FDFederation: Go
I actually recently encountered this issue. It was a pain to fix though, so it all depends on how dedicated you are to fixing it, or if you want to just delete and clone again.
Anyway, the issue lies in the field. Somehow sometimes it can get links to another field (im guess usually by copy paste means). Ayway, double check the unit's ID, and also the name field. Make sure the name isn't set to something like Unit/Terran/
ID
or Unit/Terran/OriginalCommandCenterIDAlso click the unit and press enter to pull up the initial values. See if the default values are set to some other unit. and not the default CUnit.
0
Tutorial Removed. Information is outdated / old.
To link turrets to abilities, look into the channeled flags for the ability and a persistent (and possibly set the ability arc to 360?)
0
@BiweeklyAaron: Go Try double checking your switch effects and the validators. With the way the system is setup, it could be one of them isnt set up properly (considering we reuse a couple of effects at level 2 & 3).
0
@Zero0018: Go I looked at your screenshot and all I can say is that field does work. You arent providing any other additional details. I dont see your units, or how the behavior is applied to them, or via what effects/abilities. All you show is an editor field and say "why broken", which its not.
0
@ZeShmoutt: Go
The cost field in a modify unit effect is design to alter the ability costs on a unit. See the wiki or the vulture spider mine drop ability as an example.
0
@Yaksmanofage: Go Look at the creep tumor.
You might be able to just apply the creep behavior to the baneling. I'll warn you though, creep like this can cause severe performance issues.
0
@BiweeklyAaron: Go I'd have to see what you have to know what was happening. My guess is you have something applying the persistent twice, or there is something in the actor events I missed that alters the animation duration.
0
@Zero0018: Go It worked last I checked which was yesterday.
0
@DrSuperEvil: Go Ah right.
0
@DrSuperEvil: Go Oh, I read it wrong. Still seems like doing that as he states would be a long work around to a data only solution. Isnt it possible to gain 1 point per level and have an ability learn cost 2 points? I dont have my editor open atm so Im not sure.
0
Thats a messy method Bilxor. Requirements are better.
Add a new requirement, set the "use" value as follows
0
@sethmachine: Go
Use the same validators for the behavior SO buff -> search -> switch (with validators): For behavior 1/2/3 -> Buff -> Switch (with the validators) -> damage effects
0
(Edit: Sc2m apparently really hates line/paragraph breaks. sorry)
You'll need 4 validators of type "compare unit ability level"
Set the ability to your new "guardian shield" ability. The value count is 0 based. So level 1 = 0; level 2 = 1; level 3 = 2, level 4 = 3
You'll need a couple of switch effects. Name them Guardian Shield Duration and Guardian Shield Armored (or whatever you want)
Set the ability effect to "Guardian shield Duration" 4 times (yes the same effect, youll see why in a minute. we need 4 so the ability knows it can be leveled 4 times)
Duplicate the persistant effect 3 times, and change the values.
In the effect: guardian shield duration, setup 4 cases.
- case 0: effect: guardian shield persistant 1; validator: set to your ability level compare validator for level 1
- case 1: effect: guardian shield persistant 1; validator: set to level 2
- case 2: effect: guardian shield persistant 2; validator: set to level 3
- case 3: effect: guardian shield persistant 3; validator set to level 4
create a behavior: name it "Guardian Shield armored"
- Set the combat: damage response: ranged (unscaled) bonus to -1.
- Set the duration to something like 0.5 seconds.
- set the maximum number of stacks to 3
create 3 effects type: apply behavior
First one set to 1 stack, second one to 2 stacks, third to 3 stacks.
- Set the behavior to the armored behavior
Go to the "Guardian Shield Armored" switch effect. Set it up like the first switch.
case 0: effect: apply 1 stack; validator: level 1
case 1: effect: apply 2 stacks; validator: level 2
case 2: effect: apply 2 stacks; validator: level 3
case 3: effect: apply 3 stacks; validator: level 4
Set your search effect to the "Guardian Shield Armored" switch effect.
Open the actors tab. Find the GuardianShield actor model (type model one shot continuous)
find events and double click.
Add a new event
Effect.GuardianShieldPersistant1.Start
Right click the event and add term Set to At Caster
Set the action to Create
Duplicate 2 more times
Effect.GuardianShieldPersistant2.Start
-> At Caster
Create
Effect.GuardianShieldPersistant3.Start
-> At Caster
Create
Effect.GuardianShieldPersistant1.Stop
-> At Caster
Action type: Animation Bracket Stop, name BSD (You might have to click customize and add this name in order to select it)
Effect.GuardianShieldPersistant2.Stop
-> At Caster
AnimationBracketStop BSD
Effect.GuardianShieldPersistant3.Stop
-> At Caster
AnimationBracketStop BSD