Staredit Network > Forums > SC2 Assistance > Topic: Requirements
Requirements
Jan 27 2011, 5:46 am
By: Riney  

Jan 27 2011, 5:46 am Riney Post #1



Ok when the player fully levels their upgrade (Currently to 50), the upgrade is still there, but doesnt do anything but eat money. Now I know this is a problem with requirements, but I have no idea how to set it up to detect that the upgrade has hit level 50 (It all is contained in one upgrade), and stop displaying the picture.



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Jan 27 2011, 6:10 am Roy Post #2

An artist's depiction of an Extended Unit Death

I believe it would look a little something like this:

Show
     Less Than
          Count Upgrade [UPGRADE_NAME] Queued or Better
          Constant 50


That pretty much says "Show only when the upgrade is less than 50 or when it is 50 and isn't queued."

At least that's what it looks like to me.




Jan 27 2011, 6:32 am Riney Post #3



I havent tried that combination yet, brb.

Simply put, I got one upgrade of it, and then it disappeared.



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Jan 27 2011, 7:08 am Roy Post #4

An artist's depiction of an Extended Unit Death

Strange, that sounds like the effect you would get if you set the constant to "1."

Did it disappear in the queue or when the upgrade completed?




Jan 27 2011, 8:37 am Riney Post #5



Id have to change the time for the upgrade, right now im tired as hell so Ill do it tomorrow, but its instant right now.



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Jan 27 2011, 8:25 pm Riney Post #6



Alright you got me on the right track Roy, after tinkering with it for about an hour I finally figured it out.

Code
Show
    And
         Not
              Count Upgrade Armor Queued (Makes the upgrade disappear if its being made)
         Not
              Less Than or Equal To
                   Constant 50
                   Count Upgrade Armor Complete (Makes the upgrade disappear after 50 uses)


Thanks again.

Edit: AND THEN I found a better way.

Code
Show
    And
         Not
              Count Upgrade Damage Queued
         Not Equal to
              Constant 50
              Count Upgrade Damage Completed


Bwahaha ;D

Post has been edited 3 time(s), last time on Jan 27 2011, 8:31 pm by Riney.



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[02:55 pm]
Voyager7456 -- Splash (Enemy) is what Firebats do - it just prevents damage to your own units
[02:51 pm]
MTiger156 -- ...although in my case its ranged units vs. melee zombies and stuff
[02:50 pm]
MTiger156 -- I thought the "Splash (Enemy)" already does that. I've switched Arclite Shock Cannon ans Psi Storm to that and never had friendly-fire issues in PvE maps.
[02:48 pm]
O)FaRTy1billion[MM] -- they probably found some trickery with EUDs and like player IDs or something
[02:47 pm]
O)FaRTy1billion[MM] -- that's why i'm not sure how they did it
[02:16 pm]
Voyager7456 -- :thinking: nothing jumped out to me after looking at the damage functions
[01:48 pm]
O)FaRTy1billion[MM] -- there are EUD maps with splash that doesn't hit allies, but I'm not sure how they did it
[01:34 pm]
Voyager7456 -- Corbo
Corbo shouted: dem0n's gonna go in first round
We must work to allow the RAWRZ!!! ^_^ Monster the victory it has long deserved O_O
[01:33 pm]
Voyager7456 -- You need to do some GPTP plugin shit if you want to avoid that
[01:33 pm]
Voyager7456 -- Through .dat editing you can have splash not affect your units, but it will always affect other players, even allies
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