Hey, basically, I'd like to edit Jim Raynor's bar type.
I'd like the life gauge to change color when the life decrease (like the original bars). What I'd exactly want is the color to go from green to red, but linearly.
I'd also want the "progression" gauge to be light blue, as it was originally, and not grey.
Actually, I want to prevent the Morph type ability from being used while an ammo is being bought. Which means while it is in the queue.
That means that whenever Raynor has something in the queue, the morph button gets greyed out.
The third question is not about Raynor (Commando), but about Raynor (Sniper). Basically, the Raynor you turn into when you hit that morph button.
Well, Raynor (Sniper) has his own abilities. One of them is to "Call for backup". To do so, I made a button that leads to another menu (menu 2), in which there is 6 others buttons.
One to call 6 War Pigs; One to call 4 Devil Dogs; One to call 3 Hammer Security; One to call 4 reapers mercenaries and 2 ghost mercenaries; One to call 2 War Pigs and 3 Skibi Angels; and one to exit the sub-menu.
These 5 abilities share the same charge - link. And they are made from the ability "Factory - formation copy".
So basically, I have 5 charges at the beginning for all 5 buttons, when I click on one, I'm left with 4 for all etc, until 0. When it reaches 0, I want menu 2 to not be possibly re-entered (greyed out).
Yeah I want it to be greyed out, but I want it greyed out ONLY when I don't have any charges left.
That button leads to menu 2, in which you can call mercenaries. There is 5 buttons.
One to call 6 War Pigs;
One to call 4 Devil Dogs;
One to call 3 Hammer Security;
One to call 4 reapers mercenaries and 2 ghost mercenaries;
and One to call 2 War Pigs and 3 Skibi Angels.
These 5 abilities share the same charge - link. And they are made from the ability "Factory - formation copy".
So basically, I have 5 charges at the beginning for all 5 buttons, when I click on one, I'm left with 4 for all etc, until 0. When it reached 0, I want menu 2 to not be possibly re-entered (greyed out).
See ? :)
EDIT: Sorry, I forgot I asked 3 questions... I guess you answered the very first one, right ? I managed to get it working another way already though :p
And I then told you about the one about the button leading to menu 2, and the one that forbids to switch to Raynor (Sniper) when you're actually buying ammos. I hope I didn't confuse you too much xD
I still need to know how to make these two.
Thanks for helping anyway, and sorry if you just bugged while reading me :s
Thanks, but where exactly am I supposed to put the requirement ? I put it in the button in the "ability" field of Raynor, but the button end up being grey directly, and asking me to be in the buff I made to be enable
I'm sorry, but I still don't know how to do :s I may sound like a retard but I really need to know the exact procedure, plus, english not being my first language (and so not playing an english version) makes it very harder for me to know what exact stuff I have to make :/
I don't know what a buff behaviour is for example, when I translate it, it says "buff" is an animal so...
Well I FINALLY managed to make it work. I used an ability to give charges to one while it takes one away from the other and vice-versa.
I have a problem on another side though : I made Raynor (Commando) to be able to switch to Raynor (Sniper) and vice-versa (the way siege tanks does).
But I want this ability to not work while I'm buying ammunitions. (Since you dont get them directly, it take 10, 20 or 60 seconds)
I tried to make a requirement, but it didn't work.... In fact, I want it to also not work while Raynor use Stimpack. That one I managed to do it though.
So any clue on how to do that ? I tried to copy the gateway ability to turn into a warp gate (while you make a unit, the button to turn into warp gate goes grey). But I didn't find what the heck causes that oO
I hope you can help me :)
Thanks again !
PS: I'm willing to do what you said with the validators to make the button leading to menu 2 go grey. But I have no idea how to that, could you exactly tell me what to do, and where exactly to put the validator ? And then what requirement am I supposed to make ?
Ok, I really really tried, but can't get it to work...
Here's a few I did, but none of them work. Everytime, it either set the ability to buy grenades to "always work" or "never work", and I have no clue why... : (I directly give you the expression as I use a french version and don't know what the exact translations are.)
CountAbil(TossGrenade,QueuedOnly) < 5
CountAbil(TossGrenade,QueuedOnly) != 5
AllowAbil(TossGrenade,0) != 5
AllowAbil(TossGrenade,0) < 5
I have no idea why those don't work... I hope someone can figure it out, because I'm running out of imagination here :(
PS: I also tried using other stuff than "QueuedOnly". But it never worked either so...
The fact is, I was sure the vulture had one, but when I played the regular game (launched Starcraft 2 in my campaign normally), I noticed that the vulture didn't stop to be able to build new mines, even when it had 3 mines already.
I'm still pretty sure it stopped before. So what the hell happened anyway ? oO
I looked into the vulture's memory, and found nothing about that either. No requirement of that kind anywhere...
What should I do then ? I don't know how to make a requirement for such an ability.
Hello everyone, yeah I know my title is pretty weird, but here the point :
In the mod I'm working on, I made it so heroes are playable with new customed abilities. Actually, Raynor is playable and can use his Grenades/Plasma Rifle/Chrono-charge.
I managed to make a way to buy ammunitions (charges) by using the same ability the vulture uses with his spider mines. But now, I want this ability to become unusable (so the button should go grey) as soon as the number of charges is maxed. Respectively : 5,3,1.
Basically, to be more clear, Raynor as a button on menu 1, that leads to menu 2. In menu 2 there is 4 buttons, 1 to buy a charge from each ability and one to exit the menu. If I have let's say 4,0,1, I want to be able to buy one more grenade, 3 more plasma charges and I want the button to buy a chrono charge to become grey. Until I use the ability "Chrono-Faille (in french)".
Regarding how my mod actually is, I can still buy them, but the number of charges being maxed, I litterally pay for nothing.
I guess it's gonna be a validator thing, which I absolutely don't know about (I tried to read tutoriels, but the fact is, I don't even know in which section of the validator should I look so....
0
@DrSuperEvil: Go
Well, I went to "Raynor - Raynor" actor, and changed what you told me to change, but it's the numbers that change color. (The 250/250, life).
What I want is the HotS custom life bar (over Raynor's head) to change color.
THAT life bar : http://starcraft2.fureur.org/sites/default/files/media_crop/3082/public/Starcraft%202/Campagne%20HotS/screen3.jpg
Is it possible ?
Thanks for helping !
0
Hey, basically, I'd like to edit Jim Raynor's bar type.
I'd like the life gauge to change color when the life decrease (like the original bars). What I'd exactly want is the color to go from green to red, but linearly.
I'd also want the "progression" gauge to be light blue, as it was originally, and not grey.
Is this possible ?
Thanks a lot for helping me :)
Regards, samourai23.
0
Well basically, to buy ammos, I use the exact same process than the vulture's spider mines ability to buy more mines.
I use one for the grenades, one for the plasma rifle and one for the chrono-bomb. That's all.
And about the sub-menu requirement, I tried to get it to not be re-entered but it didn't work, am I doing something wrong...? :/
0
@DrSuperEvil: Go
Sorry I confused you :s
Actually, I want to prevent the Morph type ability from being used while an ammo is being bought. Which means while it is in the queue.
That means that whenever Raynor has something in the queue, the morph button gets greyed out.
The third question is not about Raynor (Commando), but about Raynor (Sniper). Basically, the Raynor you turn into when you hit that morph button.
Well, Raynor (Sniper) has his own abilities. One of them is to "Call for backup". To do so, I made a button that leads to another menu (menu 2), in which there is 6 others buttons.
One to call 6 War Pigs; One to call 4 Devil Dogs; One to call 3 Hammer Security; One to call 4 reapers mercenaries and 2 ghost mercenaries; One to call 2 War Pigs and 3 Skibi Angels; and one to exit the sub-menu.
These 5 abilities share the same charge - link. And they are made from the ability "Factory - formation copy".
So basically, I have 5 charges at the beginning for all 5 buttons, when I click on one, I'm left with 4 for all etc, until 0. When it reaches 0, I want menu 2 to not be possibly re-entered (greyed out).
I hope I've un-confused you :)
0
@DrSuperEvil: Go
Yeah I want it to be greyed out, but I want it greyed out ONLY when I don't have any charges left.
That button leads to menu 2, in which you can call mercenaries. There is 5 buttons.
One to call 6 War Pigs; One to call 4 Devil Dogs; One to call 3 Hammer Security; One to call 4 reapers mercenaries and 2 ghost mercenaries; and One to call 2 War Pigs and 3 Skibi Angels.
These 5 abilities share the same charge - link. And they are made from the ability "Factory - formation copy".
So basically, I have 5 charges at the beginning for all 5 buttons, when I click on one, I'm left with 4 for all etc, until 0. When it reached 0, I want menu 2 to not be possibly re-entered (greyed out).
See ? :)
EDIT: Sorry, I forgot I asked 3 questions... I guess you answered the very first one, right ? I managed to get it working another way already though :p
And I then told you about the one about the button leading to menu 2, and the one that forbids to switch to Raynor (Sniper) when you're actually buying ammos. I hope I didn't confuse you too much xD
I still need to know how to make these two.
Thanks for helping anyway, and sorry if you just bugged while reading me :s
0
@DrSuperEvil: Go
Thanks, but where exactly am I supposed to put the requirement ? I put it in the button in the "ability" field of Raynor, but the button end up being grey directly, and asking me to be in the buff I made to be enable
0
@DrSuperEvil: Go
I'm sorry, but I still don't know how to do :s I may sound like a retard but I really need to know the exact procedure, plus, english not being my first language (and so not playing an english version) makes it very harder for me to know what exact stuff I have to make :/
I don't know what a buff behaviour is for example, when I translate it, it says "buff" is an animal so...
0
@DrSuperEvil: Go
Well I FINALLY managed to make it work. I used an ability to give charges to one while it takes one away from the other and vice-versa.
I have a problem on another side though : I made Raynor (Commando) to be able to switch to Raynor (Sniper) and vice-versa (the way siege tanks does). But I want this ability to not work while I'm buying ammunitions. (Since you dont get them directly, it take 10, 20 or 60 seconds)
I tried to make a requirement, but it didn't work.... In fact, I want it to also not work while Raynor use Stimpack. That one I managed to do it though.
So any clue on how to do that ? I tried to copy the gateway ability to turn into a warp gate (while you make a unit, the button to turn into warp gate goes grey). But I didn't find what the heck causes that oO
I hope you can help me :)
Thanks again !
PS: I'm willing to do what you said with the validators to make the button leading to menu 2 go grey. But I have no idea how to that, could you exactly tell me what to do, and where exactly to put the validator ? And then what requirement am I supposed to make ?
0
Ok, I really really tried, but can't get it to work...
Here's a few I did, but none of them work. Everytime, it either set the ability to buy grenades to "always work" or "never work", and I have no clue why... : (I directly give you the expression as I use a french version and don't know what the exact translations are.)
CountAbil(TossGrenade,QueuedOnly) < 5
CountAbil(TossGrenade,QueuedOnly) != 5
AllowAbil(TossGrenade,0) != 5
AllowAbil(TossGrenade,0) < 5
I have no idea why those don't work... I hope someone can figure it out, because I'm running out of imagination here :(
PS: I also tried using other stuff than "QueuedOnly". But it never worked either so...
0
@DrSuperEvil: Go
The fact is, I was sure the vulture had one, but when I played the regular game (launched Starcraft 2 in my campaign normally), I noticed that the vulture didn't stop to be able to build new mines, even when it had 3 mines already.
I'm still pretty sure it stopped before. So what the hell happened anyway ? oO
I looked into the vulture's memory, and found nothing about that either. No requirement of that kind anywhere...
What should I do then ? I don't know how to make a requirement for such an ability.
0
Hello everyone, yeah I know my title is pretty weird, but here the point :
In the mod I'm working on, I made it so heroes are playable with new customed abilities. Actually, Raynor is playable and can use his Grenades/Plasma Rifle/Chrono-charge. I managed to make a way to buy ammunitions (charges) by using the same ability the vulture uses with his spider mines. But now, I want this ability to become unusable (so the button should go grey) as soon as the number of charges is maxed. Respectively : 5,3,1.
Basically, to be more clear, Raynor as a button on menu 1, that leads to menu 2. In menu 2 there is 4 buttons, 1 to buy a charge from each ability and one to exit the menu. If I have let's say 4,0,1, I want to be able to buy one more grenade, 3 more plasma charges and I want the button to buy a chrono charge to become grey. Until I use the ability "Chrono-Faille (in french)".
Regarding how my mod actually is, I can still buy them, but the number of charges being maxed, I litterally pay for nothing.
I guess it's gonna be a validator thing, which I absolutely don't know about (I tried to read tutoriels, but the fact is, I don't even know in which section of the validator should I look so....
Anyone can help ?
Thanks in advance !! :)