| 11-23-2006, 01:42 AM | #1 |
I'm making an ammo system for my marines in my map. Whenever a marine runs out of ammo, I have an upgrade that has the effect Enable Attack: None and I set the current research level of that upgrade to 1 when I want to disable the marines' attacks. That works fine. But when I try to set the research level to 0 to re-enable their attacks, the attacks won't enable anymore. I tried a second upgrade with Enable Attack: Both and set the research level of that to 1, but it still doesn't seem to be working. Any thoughts? Also, is there a way for cinematic actions to affect only one player and not everyone? Specifically the fade filter? |
| 11-23-2006, 01:46 AM | #2 | ||
Quote:
You can't decrease the level of an upgrade. Quote:
Yes, using Local Players and the GetLocalPlayer() function. Unfortunately that requires JASS, and it sounds like you're not using it so you might be out of luck. Unless you got someone to make it for you. |
| 11-23-2006, 01:53 AM | #3 |
Ugh, lame. There's no way to reverse the effect of an upgrade? EDIT: I got the attacks to re-enable once. But, like you said, it doesn't work a second time. There's got to be a way to set the upgrades back... Or, is there a different way of disabling attacks? |
| 11-23-2006, 11:43 AM | #4 |
Like has been said, I agree that you can't de-activate an upgrade once it's researched. However, try using the Unit - Remove Ability action, change it to custom script, and for the ability code enter "Aatk" (which should be the attack ability). That might work. |
| 11-23-2006, 12:43 PM | #5 |
Don't use Panto's method. That removes attack permanently. Add the Cargo Hold (Orc Burrow) ability to disable attacking and remove it to re-enable. |
| 11-23-2006, 03:09 PM | #6 |
Wouldn't just adding the "Attack" ability once it's been removed just re-enable it again? Or does that only work once? |
| 11-23-2006, 03:49 PM | #7 |
I've never done it myself, but I've heard it doesn't work. |
| 11-23-2006, 06:19 PM | #8 |
blu's idea worked great; thanks! |
