Yea, I think I'll wait til I (or someone else) figures out some of the more advanced stuff like pausing. I mean I guess there might be an event that could trigger when an ability is first selected, then you could use the action pause all units, but I would imagine Blizzard probably uses something fancier than that. But I could be wrong.
It does just pause the unit. But it also pauses their actors as well.
I just found out that you can hook up enemy/neutral players to the command panel and give them orders, but it'll still act as if that player did them. So using an enemy scanner sweep would reveal it for the enemy. Could make for interesting gameplay mechanics.
Yes, it does disable it. However, unselectable and untargetable are ok (Still allow you to use the ability)
I've run into a new problem with command panel dialogs. It seems whenever I go into targeting mode (whether or not it's the same unit or an unrelated one), the command panel changes to look like the targeting mode of the command card (example, left click to target, right click to cancel). Looking into fixing it now...
Hmm. Could you post a copy of the map your doing this in. I just tried doing it with the test map (changed the warp gate to player 2) you posted earlier and it doesn't let me control the unit, just pops up with the generic "Enemy unit, you cannot control this unit" on the command card.
Oh you know what. I think in my init cheats trigger I had a share control action. My bad.
Edit: Still trying to get the dialog to only show the buttons though. I don't want that other info like right/left click info. I was able to make my custom ability not show it (instead it hides the buttons altogether). But when I select other units and use a target ability, it shows the right/left click for them... Even though they are units unrelated to the ability/unit group completely...
It seems one method is to just hide it whenever any targeting mode is entered using the event "Target Mode Updated", then show it when targeting mode is left. This would probably also be a good event to use for the targeting UI that you were talking about.
Though personally I would still like to have the button visible when the player is doing other stuff.
check out triggers, you can create a command card from dialog triggers and specify the unit and the command card for this dialog item. i tested it and it works. you can basically show unlimited amount of abilities to the player with this method.
i dont have LotV but i assume they do a custom command card in UI-editor for the DummySpear unit.
Could you explain more about the specifying a command card? I've tried the "set dialog item submenu" action. It asks for a string, and I'm not really sure what to put for it.
I'm still having trouble where the dialog will change when entering target mode with unrelated units. Maybe this action would help? I'd rather not have to hide the whole thing whenever an unrelated unit is targeting an ability.
Based on what others said, I think I figured it out. It's pretty easy once I put that stuff together. Here's a test map. I'll make a short video tutorial on it later. Though I haven't looked into advanced stuff like pausing the map such as the spear of adun bombardment abilities do. This is just hooking a super warp gate into a dialog box.
is it possible to catch like 1 button from command card #0005? i dont need to show whole command card for unit, just few buttons on panel like spear of adun.
I want to make an addition command cart that have 4 buttons and linking abilities from units command card #0005