I don't recommend splitting a mod into dependencies. In the editor, it's much easier to work with one file than many. Oh, and you can't publish it until it's all in one file.
I looked into it (Catalog Field Value Set) further, only to seem-to-discover, that it has it's limitations. Modifying ability flags may be one such limitation...
You can use "issue order" to unit to change auto cast state. However, it's on a per unit basis, and the player could probably just turn it back on. I assume you want it so the player doesn't get that choice. In which case your best bet may be to either (1) skip autocast, and use a behavior which activates the ability when a suitable target is found (the behavior would have a period effect which searches the nearby area for suitable targets, or whatever is relevant). You could then remove that behavior if you don't want it to fire automatically. Or (2) Have a second copy of the ability which is basically the same, but one has autocast and one doesn't. You can use triggers to "enable/disable ability for player" so that only the one relevant ability is active.
Let's say there's a player choice between: Autocast On, and Autocast Off.
Let's say the resultant action is to toggle a Dependency.
How do I cause a Dependency to revert in-game?
(in specific, it's the Data that I don't know how to revert)
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[Solution Post]
notes from future self:
I don't recommend splitting a mod into dependencies. In the editor, it's much easier to work with one file than many. Oh, and you can't publish it until it's all in one file.
By dependency you mean the mods?
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
In reply to DrSuperEvil:
So the story is:
I have a Mod, containing Parts.
One Part is: [Autocast Logic]
This Part should be Enabled or Disabled in response to Player's Choice.
I can't find a way to do this.
I have 2 questions in regards to solving this problem.
and the Questions are:
Thank you for any assistance.
(Also, I'll be understanding of any coding limitations within this Editor)
imperfect, yet fun...
Here is an attempt, for reference.
btw, I have yet to see a Catalog Field trigger that works properly.Update:
I looked into it (Catalog Field Value Set) further, only to seem-to-discover, that it has it's limitations. Modifying ability flags may be one such limitation...
All in all, this case is Closed.
You can use "issue order" to unit to change auto cast state. However, it's on a per unit basis, and the player could probably just turn it back on. I assume you want it so the player doesn't get that choice. In which case your best bet may be to either (1) skip autocast, and use a behavior which activates the ability when a suitable target is found (the behavior would have a period effect which searches the nearby area for suitable targets, or whatever is relevant). You could then remove that behavior if you don't want it to fire automatically. Or (2) Have a second copy of the ability which is basically the same, but one has autocast and one doesn't. You can use triggers to "enable/disable ability for player" so that only the one relevant ability is active.
In reply to MaskedImposter: