HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Engineering Upgrade

07-12-2007, 04:13 PM#1
Beardo
OK, I'm pulling my hair out over here
I've read every thread on this forum (and a few on thehelper.net) about EU. Call me whatever you want but I STILL dont understand it completely. Vex's demo map didnt help me and PitzerMikes guide only helped shed some light

1.) I get that it allows you to add levelable hero skills
2.) I understand you need 5 'Slot' placeholder abilities on the hero and when you load the EU ability they get replaced with what's in the abilities upgrade slots.

Could someone try explain it ? Please?
07-12-2007, 05:28 PM#2
PitzerMike
Quote:
Originally Posted by Beardo
1.) I get that it allows you to add levelable hero skills
2.) I understand you need 5 'Slot' placeholder abilities on the hero and when you load the EU ability they get replaced with what's in the abilities upgrade slots.

There's not much more to know about it than what you already said.
What specifically do you want to know?
07-12-2007, 06:45 PM#3
Beardo
I lol'ed

but @Pitzer

1.) why is there 2 abilities per upgrade? which one (of the two) replaces the ones in the hero ability menu?
2.) Do the Does the X,Y of the EU matter?
07-12-2007, 06:55 PM#4
Beardo
...
07-12-2007, 10:15 PM#5
Vexorian
Sorry, beardo, some guys are too retarded it seems, reopening the thread now that the spam is gone
07-12-2007, 10:54 PM#6
vesuvan doppleganger
To replace an ability, you need one engineering upgrade ability, and one ability that you want it to be changed into.

I hope that answers your first question, and as far as I know, its not the x,y of EU that matter, its the x,y of the ability you are changing it into.
07-13-2007, 01:26 AM#7
PitzerMike
Ok, first of all, the engineering ability doesn't show up at all on the command card (if used properly, like i will explain below). Normally it would add a passive icon but we will be able to get rid of it.

For the EU you specify two abilities in the object editor. One that will be replaced and one that will be replacing the other. Then by adding the EU ability to a unit this replacement is "executed".
For example if you specified A, and B in the Engineering Upgrade, if you add the EU ability to unit U, and if U already has the ability A,then this will be replaced by B.

Now if you remove the Engineering Upgrade from a unit, this replacement will logically be reversed, so B is changed back to A (if you remove the EU ability from unit U)





Ok, now here's the trick how we can replace abilities without having the passive Engineering Upgrade icon on the command card:

Immagine what happens if you swap the two abilities in the EU (so that B comes first and A is the second)?
When adding the EU to unit U it would replace B by A, but unit U doesn't have B, it only has A (--> so nothing happens when adding the EU)

But now if you remove EU again, what happens? The effect is reversed, so A is replaced by B. Unit U had A from the beginning, so that's possible. So now, after removing the EU again, you have exchanged A with B and the passive EU icon doesn't show up any more.




So now to use what I've written down here you simply:

1. Substitute A with the Dummy Abilites (which you give to the hero) and substitute B with the actual ability that you wanna add to the hero at runtime.

2. Make an EU ability that is supposed to replace B with A (ie reverse order of what you actually want)

3. Add EU ability to unit U and remove EU ability from unit U in a trigger at runtime when you want to replace the dummy with the actual ability



Clear enough?
07-13-2007, 01:52 AM#8
Beardo
Quote:
Originally Posted by PitzerMike
Ok, first of all, the engineering ability doesn't show up at all on the command card (if used properly, like i will explain below). Normally it would add a passive icon but we will be able to get rid of it.

For the EU you specify two abilities in the object editor. One that will be replaced and one that will be replacing the other. Then by adding the EU ability to a unit this replacement is "executed".
For example if you specified A, and B in the Engineering Upgrade, if you add the EU ability to unit U, and if U already has the ability A,then this will be replaced by B.

Now if you remove the Engineering Upgrade from a unit, this replacement will logically be reversed, so B is changed back to A (if you remove the EU ability from unit U)





Ok, now here's the trick how we can replace abilities without having the passive Engineering Upgrade icon on the command card:

Immagine what happens if you swap the two abilities in the EU (so that B comes first and A is the second)?
When adding the EU to unit U it would replace B by A, but unit U doesn't have B, it only has A (--> so nothing happens when adding the EU)

But now if you remove EU again, what happens? The effect is reversed, so A is replaced by B. Unit U had A from the beginning, so that's possible. So now, after removing the EU again, you have exchanged A with B and the passive EU icon doesn't show up any more.




So now to use what I've written down here you simply:

1. Substitute A with the Dummy Abilites (which you give to the hero) and substitute B with the actual ability that you wanna add to the hero at runtime.

2. Make an EU ability that is supposed to replace B with A (ie reverse order of what you actually want)

3. Add EU ability to unit U and remove EU ability from unit U in a trigger at runtime when you want to replace the dummy with the actual ability



Clear enough?

Very. Thanks for the help

Just a quick question: couldnt you use

Collapse JASS:
call SetPlayerAbilityAvailable()

to make the passive ability go away? or will that fuck up other stuff?
07-13-2007, 07:00 PM#9
Beardo
Bump/another question:

I can't seem to manipulate the level of hero skills. After I replace some hero skills by using an EU the level behavior is strange. SetUnitAbilityLevel doesn't seem to work...