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how can i make it so that upgrades disappear when researched

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Dr Super Good

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Create a requirement for the upgrade to use (this is attached to the ability and not the button). You then add the nescescary requirement nodes to the hidden section of the requirement.

Requirements perform 2 opperations.
1. Disable functionality (eg, disable a button and show a tooltip like "requires X").
2. Hide a button (eg, hide the research button after a technology has been researched).

Basically, if atleast 1 or more instances of the research exist, hidden part of the requirement must evaluate to true (like how all upgrades are done).
 

Dr Super Good

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Sure, no problem at all. Just send me the map and explain the problem (via a PM or even just post it here if you do not mind people getting hold of it) and I will try doing it tomorrow when I get online. If you post it here, someone else might help sooner (although that is not very likly seeing how... active... this place is).

Remember to explain clearly what you want done (like which upgrades need requirements and any special requirements for those which do).
 

Dr Super Good

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Jan 18, 2005
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Then just look up how the standard upgrades work. The requirememnt is bound to the upgrade research ability (for the specific upgrade).

Just go to the requirememnts catalog, look up the appropiate requirement used by an ability and learn. You will notice that the requirement is set to hide the research option if 1 or more instances of the research are currently in production or completed. It really is just that simple.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
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Messages
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Under a Requirement catalog entry double click the field:-
Requirement - Node Link

This will bring up a window with a file structure in it.
The "Use" folder enables whatever you bind the requirement with to be usable when the contained Nodes evaluate true.
The "Show" folder enables whatever you bind the requirement with to be visible when the contained nodes evaluate to true.

Use is used for requirement tooltips (the red text in the tooltips when a button is disabled).
Show is used to physically hide buttons (like after queueing or completing an upgrade).

Look at the "Learn Neosteel Frame" requirement element for an example of what to put in the "Show" folder so as to prevent an upgrade being researched many times.

Remember that the requirement gets attached to the data for the upgrade located in the research ability. This will cascade down to any buttons in command cards that you bind to the upgrade abilitie's orders.

Sorry about mentioning the wrong name at first.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
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Messages
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You did not set the Install Firebat Quarters ability to the correct requirement under the Hyperion - Research ability.

Infact you set it to one that is total nonsense.

It is meant to be set to the Learn Firebat Quarters requirement.

If you want it to require a marine quarters as well, then add the nodes to the "Use" folder under that requirememnt.

I have attached the map not to do it for you, but to show you something prety cool I discovered when making sure the stuff I am telling you above works.

Basically, you can queue up a Marine Quarters upgrade and before it is finished start Queuing up the Firebat Quarters upgrade. However, if you cancle the marine quarters upgrade before it is finished, it will also cancle the Firebat Quarters in the process. Aka, dependiency based cancelation. This can allow for a much more natural queue of research instead of having to constantly append new technologies as they become available (plan ahead approach).
 

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