RazorclawX wrote:This is one of the reasons why having a pre-defined behavior is somewhat desirable. It obviously would go against the design philosophy of the editor, but the real headache is knowing which of the linked objects need to be copied and which don't, and then how the linked objects relate to each other.
In retrospect trying to copy Spawn Infested Terran was probably the worst thing to try duplicating as practice since the entire chain is one big mishmash of crap that I wonder how the hell they got it working to begin with.
Well quite frankly, I didn't went into behaviors yet. So I am still unsure how to implant the behavior stuff in any sort yet much less to change icons/tooltips.
In other news, I did manage after 2-3 hours to learn how to make a functional multi-level research (if we exclude look changes and such).
Here's what I had to learn and do. There are multiple screenshots attached below.
1.1) Make a new "upgrade"
This part is required for the actual research itself
1.2) Go into "Values", pops up a window and add whatever modifications you want the upgrade to do.
1.3) Go back and modify the "Max level" field to whatever max you want.
1.4) Go back and modify the "Affected Unit Array" field to the units that will have the modifications on. I think I had to do that step to prevent an issue later on which I don't remember which issue.
1.5) Optional, pick some icon for the upgrade (in fields)
2.1) Make a new "requirement"
This part is required to prevent your research to be upgrade beyond the level 5. Change level as desired.
2.2) Go into values, pops up a window
2.3) Only bother with "Use" and set it up as "Less Than" then "Sum" then inside it "Count (Your upg) Queues, In Progress, Completed" then back inside "less than", add "constant" and then "5" as constant. Do ensure you pick the "upgrade" in each case when required. See screenshots since it will be more obvious that way.
2.4) Modify "Less Than" 's tooltip with "Maximum Level must be below than 5"
2.5) Don't bother with "Show" (only required if you want to hide the icon but at maxed out, it will grey the icon).
3.1) Make a new "button"
This is the "graphical" aspect of abilities and such. It also contains the name, tooltip and icon that will truly show up in addition of other stuff including hotkeys.
3.2) Set Name, Tooltip and Name as wanted.
4.1) Make a new "ability" duplicated off a researching ability (Ex : "Armory - Research (Armory)" ability will do fine)
This is required to actually use the ability, button AND requirement together.
4.2) Go into the "requirements" fields, make a window pop up.
4.3) Double-click any research slot, pops up a window
4.4) Change state to "Restricted" (not sure of that part but it can't hurt)
4.5) Change "Default Button" to whatever button you made earlier
4.6) Change "Requirements" to the "requirement" you made earlier
4.7) Modify the vital/resources costs as wanted.
Modify "Time" at the near very bottom as your research delay in this case.
4.9) Change "Upgrade" to whatever upgrade you made earlier
4.10) Click OK on the various windows you opened to accept the changes.
5.1) Pick the unit (in unit section) you want the research on.
5.2) In the fields, go into "ability command". A window will pop up.
5.3) Pick the slot you want your research to be.
5.4) Pick the wanted button
5.5) As Command Type, it's "Ability Command"
5.6) Pick the ability/ability command as those you made pretty much.
You are done after poking that much. You might want to see my attached screenshots to have a better idea on how I did.