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    posted a message on Level Requirement help
    Quote from LostMapmaker: Go

    @TeamWinning: Go

    From my understanding (which isn't much) is that that function is intended to count a behavior obviously, so the piece of code I have quoted from you is going to essentially turn into an integer, but you don't have any operators (+, /, <, ==) next to it, so that part is written incorrectly. I also see you have written there "Level1" as your behavior, do you have a separate behavior for every level? If that's the case then you'd have to write > 0 following every CountBehavior() function you have. At that point it would probably work, or you may need to add an extra set of parenthesis around each set of functions combined by your operators.

    However, the editor already has a Veterancy behavior which is a whole leveling up system you can add to your units, instead of creating your own behaviors. If you were to use the Veterancy behavior your code could instead look something like this:

    CountBehavior(MyVeterancyLevels.CompeteOnlyAtUnit)[TechTreeCheat] >= (CountAbil(Bolt.CompeteOnlyAtUnit)[TechTreeCheat] + CountAbil(Bolt.CompeteOnlyAtUnit))[TechTreeCheat]

    And that would be all you would need, no matter how many levels your units were to gain.

    @LostMapmaker: Go

    Quote from LostMapmaker: Go

    @TeamWinning: Go

    From my understanding (which isn't much) is that that function is intended to count a behavior obviously, so the piece of code I have quoted from you is going to essentially turn into an integer, but you don't have any operators (+, /, <, ==) next to it, so that part is written incorrectly. I also see you have written there "Level1" as your behavior, do you have a separate behavior for every level? If that's the case then you'd have to write > 0 following every CountBehavior() function you have. At that point it would probably work, or you may need to add an extra set of parenthesis around each set of functions combined by your operators.

    However, the editor already has a Veterancy behavior which is a whole leveling up system you can add to your units, instead of creating your own behaviors. If you were to use the Veterancy behavior your code could instead look something like this:

    CountBehavior(MyVeterancyLevels.CompeteOnlyAtUnit)[TechTreeCheat] >= (CountAbil(Bolt.CompeteOnlyAtUnit)[TechTreeCheat] + CountAbil(Bolt.CompeteOnlyAtUnit))[TechTreeCheat]

    And that would be all you would need, no matter how many levels your units were to gain.

    It doesn't work. My behaviors has 2 separate options. Veterancy - hero and lvl 1 through 16 default behavior The thing is my abilities sometimes learn it around 2,3,6,9 which i wanted to be like 1,3,5,7

    Posted in: Data
  • 0

    posted a message on Level Requirement help

    I want to skip my heroe levels at 1,3,5,7 standard dota/wc3 style but it seems it doesnt work

    Is the triggers causing this?

    My requirements: (CountAbil(Bolt,CompleteOnlyAtUnit)[TechTreeCheat] < 1 && CountBehavior(Level1,CompleteOnlyAtUnit)[TechTreeCheat]) || (CountAbil(Bolt,CompleteOnlyAtUnit)[TechTreeCheat] < 2 && CountBehavior(Level3,CompleteOnlyAtUnit)[TechTreeCheat]) || (CountAbil(Bolt,CompleteOnlyAtUnit)[TechTreeCheat] < 3 && CountBehavior(Level5,CompleteOnlyAtUnit)[TechTreeCheat]) || (CountAbil(Bolt,CompleteOnlyAtUnit)[TechTreeCheat] < 4 && CountBehavior(Level7,CompleteOnlyAtUnit)[TechTreeCheat])

    Is this the correct requirements?

    Posted in: Data
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