Most abilities have more than one command available to them, commands are what gets mapped to buttons, what you are seeing in GUI are the buttons. Galaxy and Data you just specify the index.
Example would be move, which has several commands like turn, move, etc.
Here are some examples:
The ability command a SCV needs to build a building is "TerranBuild". The command index is what determines the type of building.
The ability command an Engineering Bay uses to research anything is "EngineeringBayResearch". The command index determines what is researched.
The ability command a Bunker uses to load or unload units is "BunkerTransport". The command index determines if it's a single unload, a complete unload or a load.
Ah yes, this makes sense. Would it be correct to assume that the majority of unit abilities would only have command index 0? (It's what I noticed when looking through the list) Since there is only 1 instance of each of them on the command card. However, say I had a skill similar to Nevermores, Shadowraze in Dota (It has 3 instances), Each button would have a different command index, thus invalidating my assumption =/
Ah yes, this makes sense. Would it be correct to assume that the majority of unit abilities would only have command index 0? (It's what I noticed when looking through the list) Since there is only 1 instance of each of them on the command card. However, say I had a skill similar to Nevermores, Shadowraze in Dota (It has 3 instances), Each button would have a different command index, thus invalidating my assumption =/
Nah fuzzy... the sub indexs are more for sub commands... such as building stuffs...
Where Nevermores is three seperate abilities that do that same thing but at different ranges
now if your 3 abilities fell under a sub menu of sorts that might be a good idea..... but specifically has to do with how the abilities are built in the data editor....... they are actual sub abilities
When comparing abilities that are just used by a unit, a comparison is done with a type called abilcmd (Ability Command)
Ability command contains the name of the ability, its command index, and the action type.
What puzzles me right now is that certain ability commands have the same name, but different command indexes.
What exactly is the purpose of this? Whats the difference between creating an ability with the index of 0 and the index of 1?
@FuzzYD: Go
Interesting. Maybe one Stop is used for stop movement and the other is stop attack?
/shrug. You'll have to look at the ability to find out. :P
Turn view raw data off, then the Command indexes turn to names, like hold fire, dance, and cheer.
I'm guessing they do different things, but I've never really tried them
Most abilities have more than one command available to them, commands are what gets mapped to buttons, what you are seeing in GUI are the buttons. Galaxy and Data you just specify the index. Example would be move, which has several commands like turn, move, etc.
Here are some examples: The ability command a SCV needs to build a building is "TerranBuild". The command index is what determines the type of building.
The ability command an Engineering Bay uses to research anything is "EngineeringBayResearch". The command index determines what is researched.
The ability command a Bunker uses to load or unload units is "BunkerTransport". The command index determines if it's a single unload, a complete unload or a load.
@MTops: Go
Ah yes, this makes sense. Would it be correct to assume that the majority of unit abilities would only have command index 0? (It's what I noticed when looking through the list) Since there is only 1 instance of each of them on the command card. However, say I had a skill similar to Nevermores, Shadowraze in Dota (It has 3 instances), Each button would have a different command index, thus invalidating my assumption =/
@FuzzYD: Go
Your assumption about the unit abilities is correct. The default index is 0.
However, I do not have experience with abilities in custom maps like Dota, so I can't tell you anything about the setup there.
Nah fuzzy... the sub indexs are more for sub commands... such as building stuffs...
Where Nevermores is three seperate abilities that do that same thing but at different ranges
now if your 3 abilities fell under a sub menu of sorts that might be a good idea..... but specifically has to do with how the abilities are built in the data editor....... they are actual sub abilities
@SouLCarveRR: Go
Ah okay, thanks for clearing that up. It does make more sense now :)