I have a central building from which I build something called a "command door". These are simply set up as add-ons to the central building. My problem is that though I have searched, plundered and sifted through the requirements of the barracks and tech lab and my buildings, I was not able to find out why the button to build the command door reappeared again upon construction completion of the command door. Of course the barracks add-on ability works fine in this regard, and that is how I'd like my building to function. Its a simple problem with a likely simple solution, yet one that evades me. Any help or suggestions would be greatly appreciated! Thanks in advance.
EDIT: Somehow fixed it...
I don't know exactly how I was able to fix this issue, but I do know what I changed. Initially, the parent of the build ability was the "barracks - addons", however I changed this to "terran - addons". This is perhaps what fixed it, but case in point it works now. Yay.
With addons the added on unit has a field to refer to what units it is known as an addon of. You have to remove this in some cases cause it disables multiple addons.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I actually wrote this in a previous thread about the same problem, but thought I would also copy/paste it to this thread as it is more relevant.
So for future reference, the fix to this was quite interesting. It turns out that there is no explicit requirement in the ability or anywhere else for that matter. Instead what must be done is to copy the tech lab - barracks behaviour. It has an associated requirement node as well a validator. When one has made sure everything matches up, they proceed to put that behaviour in the "added on units" field in the unit that acts as the add-on. Additionally, you have to make sure the add-on ability is based off of "terran add-ons", NOT "barracks add-ons". That kept fucking with me for the longest time. When all of this is done, the magic workings of the editor will somehow ensure that when you build your add-on the button will be hidden!
Rollback Post to RevisionRollBack
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I have a central building from which I build something called a "command door". These are simply set up as add-ons to the central building. My problem is that though I have searched, plundered and sifted through the requirements of the barracks and tech lab and my buildings, I was not able to find out why the button to build the command door reappeared again upon construction completion of the command door. Of course the barracks add-on ability works fine in this regard, and that is how I'd like my building to function. Its a simple problem with a likely simple solution, yet one that evades me. Any help or suggestions would be greatly appreciated! Thanks in advance.
EDIT: Somehow fixed it... I don't know exactly how I was able to fix this issue, but I do know what I changed. Initially, the parent of the build ability was the "barracks - addons", however I changed this to "terran - addons". This is perhaps what fixed it, but case in point it works now. Yay.
With addons the added on unit has a field to refer to what units it is known as an addon of. You have to remove this in some cases cause it disables multiple addons.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I actually wrote this in a previous thread about the same problem, but thought I would also copy/paste it to this thread as it is more relevant.
So for future reference, the fix to this was quite interesting. It turns out that there is no explicit requirement in the ability or anywhere else for that matter. Instead what must be done is to copy the tech lab - barracks behaviour. It has an associated requirement node as well a validator. When one has made sure everything matches up, they proceed to put that behaviour in the "added on units" field in the unit that acts as the add-on. Additionally, you have to make sure the add-on ability is based off of "terran add-ons", NOT "barracks add-ons". That kept fucking with me for the longest time. When all of this is done, the magic workings of the editor will somehow ensure that when you build your add-on the button will be hidden!