Well, technically no. You could have some work arounds though.
For example, put 2 or three abilities in each section of the command card. Then have one spot open for the "switch". This would disable all of the current abilities, and then enable another set, essentially cycling through them.
Just make the "switch" research an upgrade that does nothing (dummy), and then have the other upgrades require that upgrade. When the "switch" is used again, have it un-research that upgrade (I think you have to use a trigger) and then research the other upgrade, cycling through your list of abilities.
starters there's 30 abilities. The switch idea is ideal for what im working on. I have the first two rows on command card 1 taken, leaving the bottom row free.
If i were able to cycle between the bottom row and the abilities that would be great.
For now i have buttons on the bottom row, that links to command cards 2,3,4.
Is what your talking about a work around for changing the "bottom bar" (bottom row) to cycle between different buttons in other command cards without actually visiting the card?
Well the idea is that you actually use only one section of the command card. Each "switch" button would disable the currently shown abilities, and enable another set of abilities. This increases your limit to almost 120 abilities. (I think). However, I'm not sure when you would ever want over 30 abilities on one command card. I mean, there is such thing as too complex. I think that maybe, if you are giving these abilities to a hero, make multiple heroes and split the abilities up. Even 30 just seems a bit... much. I would go with at most 15 a hero.
But then again you never said you are using this for a hero, so idk. There are some other ways to do this, but I will need some more info first. The above strategy is what I recommend doing, if you really do need 30+ abilities.
It's not possible to delete a command card button. Instead, you need to right click the "Ability - Command Card +" section and reset to default (extremely annoying). If buttons start to disappear from your command card, this is the cause.
You can use "show" requirements to hide abilities, showing them at specific points (think reactive abilities from World of Warcraft such as Overpower). This gives an effective method of displaying more than 15 abilities.
Attack, stop and move are all required and cut into the 32 ability cap, making the effective ability cap 29.
It's not possible to delete a command card button. Instead, you need to right click the "Ability - Command Card +" section and reset to default (extremely annoying). If buttons start to disappear from your command card, this is the cause.
Deleting single buttons usually works fine for me, in rare cases some buggy empty buttons remain. However usually, they are completely removed, even in raw data view or in the xml files.
Also dependant on what you actually want to do with the buttons, you can use abilities with multiple commands (built/train/something alike), which will only use 1 ability spot but can easily provide 20+ useable buttons (if you only need the buttons for the button's sake, maybe as dummys to detect them via trigger or something).
Well, is there? I need a system that can have 30+ spells or abilities, is there a way to increase command card size?
Probably not, depending on your application you could use dialogs or toggle multiple command cards.
@Playmo: Go
Well, technically no. You could have some work arounds though.
For example, put 2 or three abilities in each section of the command card. Then have one spot open for the "switch". This would disable all of the current abilities, and then enable another set, essentially cycling through them.
Just make the "switch" research an upgrade that does nothing (dummy), and then have the other upgrades require that upgrade. When the "switch" is used again, have it un-research that upgrade (I think you have to use a trigger) and then research the other upgrade, cycling through your list of abilities.
Great to be back and part of the community again!
im helping him with this via skype
@aczchef: Go
Alright, well make sure to tell me how it goes and if you need anymore help.
Great to be back and part of the community again!
so far its good dont know how many abilities he actually needs
Make sure to not hit the 30-ish ability limit per unit.
why?
Buttons start to disappear. Somebody wrote it in the forums.
oh ok
@TacoManStan: Go
Hey
starters there's 30 abilities. The switch idea is ideal for what im working on. I have the first two rows on command card 1 taken, leaving the bottom row free. If i were able to cycle between the bottom row and the abilities that would be great.
For now i have buttons on the bottom row, that links to command cards 2,3,4.
Is what your talking about a work around for changing the "bottom bar" (bottom row) to cycle between different buttons in other command cards without actually visiting the card?
@Playmo: Go
Well the idea is that you actually use only one section of the command card. Each "switch" button would disable the currently shown abilities, and enable another set of abilities. This increases your limit to almost 120 abilities. (I think). However, I'm not sure when you would ever want over 30 abilities on one command card. I mean, there is such thing as too complex. I think that maybe, if you are giving these abilities to a hero, make multiple heroes and split the abilities up. Even 30 just seems a bit... much. I would go with at most 15 a hero.
But then again you never said you are using this for a hero, so idk. There are some other ways to do this, but I will need some more info first. The above strategy is what I recommend doing, if you really do need 30+ abilities.
Great to be back and part of the community again!
My findings regarding this;
Deleting single buttons usually works fine for me, in rare cases some buggy empty buttons remain. However usually, they are completely removed, even in raw data view or in the xml files.
Also dependant on what you actually want to do with the buttons, you can use abilities with multiple commands (built/train/something alike), which will only use 1 ability spot but can easily provide 20+ useable buttons (if you only need the buttons for the button's sake, maybe as dummys to detect them via trigger or something).
Well 32 is more than enough have 2 as a cycle button that applies an index buff that then moves through all the others with requirements to show.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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