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enabling/disabling abilities

11-10-2006, 03:02 AM#1
Vulkarus
i have seen (in SWAT: Aftermath) abilities greyed out until certain conditions are met... how exactly is this done, reversable... and re-do able...

as in the mind slay ability in perticular. you use it then its greyed out until it is re-enabled by a trigger...

i have tried the enable/disable... it only works on one ability in my spell book, i would use researches... but i don't think there is a way to reverse the research (atleast i didn't see one in my GUI)

==help me please==
11-10-2006, 03:14 AM#2
darkwulfv
Well from my knowledge of requirement abilities, (I may be wrong, don't go expecting this to be completely correct) I would say you need a TechTree Requirement. Basically, make a dummy unit with the name of the condition that must be met. (Eg: It must be night-time) Then set the techtree requirement to that unit. Then, thorugh triggers, when the condition is met, create that dummy unit for that player. To remove the effect, just remove the unit through another trigger that activates when the condition is un-met (or however you'd like.) I have something along these lines in an old map of mine if you'd like an example.
11-10-2006, 03:38 AM#3
Vulkarus
let me try that then


*edit*
tried it... it worked after a few tries, thank you lots if you want i can include you in the credits/special thanks xD
11-10-2006, 03:45 AM#4
Av3n
or just use the hide trigger when you don't want it(don't think it'llwork for passives though) then unhide it when you want to use it.

-Av3n
11-11-2006, 02:28 AM#5
Vexorian
There's a hide trigger? And well yes we all use dummy units for requirements, too bad it is not multi instanceable (as in truly multi instanceable) For those cases removing the ability and placing a dummy one helps, unless cooldown resetting worries you...
11-11-2006, 03:01 AM#6
darkwulfv
Quote:
tried it... it worked after a few tries, thank you lots if you want i can include you in the credits/special thanks xD
A bit 'o rep would do me good too lol. Just put me in the special thanks, I don't need any big recognition.
Your welcome, by the way.
11-11-2006, 04:17 AM#7
Av3n
Vexorian I was thinking wrong it is remove...

-Av3n
11-11-2006, 05:11 AM#8
Vulkarus
Quote:
Originally Posted by darkwulfv
A bit 'o rep would do me good too lol. Just put me in the special thanks, I don't need any big recognition.
Your welcome, by the way.

yeah, definatly some rep. and maybe i will show you the code i'm using it for when i finish my map

Quote:
Originally Posted by Vexorian
There's a hide trigger? And well yes we all use dummy units for requirements, too bad it is not multi instanceable (as in truly multi instanceable) For those cases removing the ability and placing a dummy one helps, unless cooldown resetting worries you...

they are if you use a massive if/then/else tree in combination with a couple arrays like my ability uses

***its an item belt just so you know, i disliked the stacking because it still took inventory space, i disliked multiple inventories because i only want them to have the 6 slots... so i decided to give each hero that can hold potions a potion belt ability(Spell book w/ potion-like abilities inside)

the problem was i needed a way to disable them and be able to enable them again... didn't think of units.