you have to play around with the abilities of these structures. go to data and search for the gateway, then go to abilities and remove the "Upgrade to warp gate instantly" ability.
If it comes to what units you can build, you have to change the "train" ability from the structure. The robo facility has an ability called "robotics facility - train (robotics facility). Go to that ability and go to ability info. Here you can set up all the units you want to train from a structure which has that ability. simply go to the reaver and change it to the colossus. you can also change the button at the top. this isnt necessary, but you need to remember the name of the button. Then go back to the robo and go to "command card". remove the reaver button and create a new button that has a colossus on it. Command Type: "Ability Command". Ability: "robotics facility - train (robotics facility)" Ability Command: the name of the button.
you have to play around with the abilities of these structures. go to data and search for the gateway, then go to abilities and remove the "Upgrade to warp gate instantly" ability.
If it comes to what units you can build, you have to change the "train" ability from the structure. The robo facility has an ability called "robotics facility - train (robotics facility). Go to that ability and go to ability info. Here you can set up all the units you want to train from a structure which has that ability. simply go to the reaver and change it to the colossus. you can also change the button at the top. this isnt necessary, but you need to remember the name of the button. Then go back to the robo and go to "command card". remove the reaver button and create a new button that has a colossus on it. Command Type: "Ability Command". Ability: "robotics facility - train (robotics facility)" Ability Command: the name of the button.
This isn't quite the question. All this does is allow you to make campaign units.
Here's a solution:
Create an upgrade that adjusts the trained unit to the desired unit. Go to effects, and pick ability. Find the structure that builds this unit (in this case Robotics Facility), and find the colossus train field. We want to change the Train:Info^- Unit to the unit you desire. Changing the button here does not effect it on the command card, so there is little reason that I am aware of to do this.
Bind it to a requirement that looks like: (This is for three theoretical units that have upgrades attached to them.)
T3 Protoss:
Show:
Not:
Or:
Count Upgrade (Reaver Option) - Queued or Better
Count Upgrade (Heavy Immortal Option) - Queued or Better
Count Upgrade (Buffed Colossus Option) - Queued or Better
Add the upgrade to a research ability, and give that ability to a desired structure. (I'd attach it to your primary structure and use a submenu.)
This works well. The nice thing is that the requirement method also works if you want to choose between a new upgraded unit, a buffed unit, a new unit, or any combination of these.
There are some weaknesses to this easy approach, one being that the icon and description of the trained unit stays the same.
The other being that this only works on the current map/mod, so I'd recommend making this on a dependency mod for all your maps that you wish to feature this on.
How does one disable/enable tech options for players when using the LotV campaign dependency?
I've been having trouble trying to remove the automatic free Warp Gate tech upgrade atm. How can I remove this?
And for changing units to warp in, like the colossi vs reaver for example, who does one do this?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I second this. If anyone has an idea on how this is done, please let me know.
you have to play around with the abilities of these structures. go to data and search for the gateway, then go to abilities and remove the "Upgrade to warp gate instantly" ability.
If it comes to what units you can build, you have to change the "train" ability from the structure.
The robo facility has an ability called "robotics facility - train (robotics facility).
Go to that ability and go to ability info. Here you can set up all the units you want to train from a structure which has that ability. simply go to the reaver and change it to the colossus. you can also change the button at the top. this isnt necessary, but you need to remember the name of the button.
Then go back to the robo and go to "command card". remove the reaver button and create a new button that has a colossus on it.
Command Type: "Ability Command".
Ability: "robotics facility - train (robotics facility)"
Ability Command: the name of the button.
This isn't quite the question. All this does is allow you to make campaign units.
Here's a solution:
Create an upgrade that adjusts the trained unit to the desired unit. Go to effects, and pick ability. Find the structure that builds this unit (in this case Robotics Facility), and find the colossus train field. We want to change the Train:Info^- Unit to the unit you desire. Changing the button here does not effect it on the command card, so there is little reason that I am aware of to do this.
Bind it to a requirement that looks like: (This is for three theoretical units that have upgrades attached to them.)
T3 Protoss:
Show:
Not:
Or:
Count Upgrade (Reaver Option) - Queued or Better
Count Upgrade (Heavy Immortal Option) - Queued or Better
Count Upgrade (Buffed Colossus Option) - Queued or Better
Add the upgrade to a research ability, and give that ability to a desired structure. (I'd attach it to your primary structure and use a submenu.)
This works well. The nice thing is that the requirement method also works if you want to choose between a new upgraded unit, a buffed unit, a new unit, or any combination of these.
There are some weaknesses to this easy approach, one being that the icon and description of the trained unit stays the same.
The other being that this only works on the current map/mod, so I'd recommend making this on a dependency mod for all your maps that you wish to feature this on.