Is there any ability that will sustain the highlight when selecting the button? For example, when you hit stop or hold position, the button will light up and remain lit. Is this a characteristic of the buttons or the ability type "stop?"
This is what i'm trying to accomplish. A unit will have 4 different weapons, each weapon readily accessible through the selection of a button on the command card. My original plan was to utilize a "Instant-Type" ability with behaviors to swap weapons, but I ran into the issue of the command card not showing which weapon was selected. After clicking on the button once, all the buttons look the same. I realize i could fix this by replacing the button with a new icon while changing the ability type to "behavior", which I might end up doing, but I was wondering if anyone knows of a way to simply have some visual indicator on the command card to which button was selected?
Basically what you want to do is setup a Requirement.
If your button/ability is called 'Grenade Launcher', then make a Requirement of type Ability, call it 'Not Using Grenade Launcher'.
When you go to modify the Requirement + field of the requirement, make sure the little button is checked for Tree, you will notice green folders called 'Not Using Grenade Launcher', 'Use' and 'Show'.
Right click on Show, select add Requirement. Change the default AND to NOT.
Right click on NOT, select add Requirement. change AND to Count Behavior, change the Alias dropdown to the buff your unit has when using the grenade launcher, then change State dropdown section to Completed At Unit. This button will now only show when you are NOT using the grenade launcher/accompanying buff.
That's 1 way.
I've never tested this next idea out but I imagine it would work... It's basically doing the same as above, but putting all that into the USE folder instead of the SHOW folder... Shouldn't be allowed to use the button(might grey it out???) if you are using the grenade launcher.
I couldn't get either to work so I assume I'm doing something incorrectly.
I made a requirement: Show -> Not -> Count Behavior -> Sprint (Test) -> Completed at Unit
I went into the ability Sprint (Test) - Instant effect type. Went to Ability Commands Requirements and under Execute, I added the newly made requirement.
When I test it, nothing seems to happen. I tried the Use and Show folders while making a requirement and again nothing happened. I experimented with Count Ability rather than count behavior, and I tried In Progress rather than Completed at Unit. And in all test cases, nothing seemed to happen when I activated the skill.
Yo,
Is there any ability that will sustain the highlight when selecting the button? For example, when you hit stop or hold position, the button will light up and remain lit. Is this a characteristic of the buttons or the ability type "stop?"
This is what i'm trying to accomplish. A unit will have 4 different weapons, each weapon readily accessible through the selection of a button on the command card. My original plan was to utilize a "Instant-Type" ability with behaviors to swap weapons, but I ran into the issue of the command card not showing which weapon was selected. After clicking on the button once, all the buttons look the same. I realize i could fix this by replacing the button with a new icon while changing the ability type to "behavior", which I might end up doing, but I was wondering if anyone knows of a way to simply have some visual indicator on the command card to which button was selected?
you would have to look into who the ability "move" works..... it has several sub abilities such as the "stop" "move" "move-attack" "hold position"
Yea, I've been looking through the hold-fire/stop abilities, hasn't really shed any light on my problem to be honest.
Still trying. :)
@SewTwo: Go
Basically what you want to do is setup a Requirement.
If your button/ability is called 'Grenade Launcher', then make a Requirement of type Ability, call it 'Not Using Grenade Launcher'.
When you go to modify the Requirement + field of the requirement, make sure the little button is checked for Tree, you will notice green folders called 'Not Using Grenade Launcher', 'Use' and 'Show'.
Right click on Show, select add Requirement. Change the default AND to NOT.
Right click on NOT, select add Requirement. change AND to Count Behavior, change the Alias dropdown to the buff your unit has when using the grenade launcher, then change State dropdown section to Completed At Unit. This button will now only show when you are NOT using the grenade launcher/accompanying buff.
That's 1 way.
I've never tested this next idea out but I imagine it would work... It's basically doing the same as above, but putting all that into the USE folder instead of the SHOW folder... Shouldn't be allowed to use the button(might grey it out???) if you are using the grenade launcher.
@BorgDragon
Interesting, ill give both a shot and see what happens. :D
@SewTwo: Go Oh ya. You place this requirement in the Ability + field (i'm pretty sure it's that field), not on the command card.
I couldn't get either to work so I assume I'm doing something incorrectly.
I made a requirement: Show -> Not -> Count Behavior -> Sprint (Test) -> Completed at Unit
I went into the ability Sprint (Test) - Instant effect type. Went to Ability Commands Requirements and under Execute, I added the newly made requirement.
When I test it, nothing seems to happen. I tried the Use and Show folders while making a requirement and again nothing happened. I experimented with Count Ability rather than count behavior, and I tried In Progress rather than Completed at Unit. And in all test cases, nothing seemed to happen when I activated the skill.
I must be doing something wrong, any ideas?
@SewTwo: Go
Try removing the 'NOT' part in the requirement then??