Here's what I want to be able to do, and I really don't have any clue how to even begin:
Push a dialog button to create a "placable" model of a unit, that follows the cursor around just like warpgate unit placement, and create the unit when the mouse button is clicked.
I know that before the most recent patch, this was not an easy thing all. Somebody pulled it off (sort of) by making the building hover over the middle of your screen. But now we have mouse tracking, dont we? :D Well I dont know how you would get the thing to hover over the mouse, but I DO know how to make the rest of it work. What you do is make a trigger with event "dialog item used". In the conditions, check to make sure the dialog button is the one to make a building. Then in events, just set a variable (something to keep track of if the button was pressed or not) to 1. Then you would make a 2nd trigger which fires off with the 'mouse clicked' event. The conditions would check to see if that variable is = to 1. For actions, set the variable back to 0 and create the unit at the clicked position. If you need a more detailed explanation or an example map, feel free to send me a PM and I'll get back to you. Best of luck :D
edit- Um...Just wanted to make sure that by "dialog" button you actually meant a button made in a custom dialog box. What I said was assuming that is what you meant.
So I was kinda interested in this, looked around a little, the actor events for the warpgate look like this...
Field Warp Train Start
Event - Events + (SoundDone|Abil.WarpGateTrain.TargetStart|Abil.SuperWarpGateTrain.TargetStart):(||):(Destroy|Create|Create)
Toward the end there is a TargetStart which does the action Create, so basically the model for what you want to warp in is created when you start to target where you would warp it in at. So that part is easy. Now I haven't tried it yet, but probably to get it to stay with your mouse you would need to change the Host -> Subject of the Actor as well. The Host Subject for the warpgate training is Implicit _Selectable. I assume that means it attaches the actor to what your selecting? Anyway. It might work.
The rest should be as simple as adding units to the command card of the warpgate. Don't even think triggers are necessary if the first part works.
Here's what I want to be able to do, and I really don't have any clue how to even begin:
Push a dialog button to create a "placable" model of a unit, that follows the cursor around just like warpgate unit placement, and create the unit when the mouse button is clicked.
Sounds simple enough, right? :)
I know that before the most recent patch, this was not an easy thing all. Somebody pulled it off (sort of) by making the building hover over the middle of your screen. But now we have mouse tracking, dont we? :D Well I dont know how you would get the thing to hover over the mouse, but I DO know how to make the rest of it work. What you do is make a trigger with event "dialog item used". In the conditions, check to make sure the dialog button is the one to make a building. Then in events, just set a variable (something to keep track of if the button was pressed or not) to 1. Then you would make a 2nd trigger which fires off with the 'mouse clicked' event. The conditions would check to see if that variable is = to 1. For actions, set the variable back to 0 and create the unit at the clicked position. If you need a more detailed explanation or an example map, feel free to send me a PM and I'll get back to you. Best of luck :D
edit- Um...Just wanted to make sure that by "dialog" button you actually meant a button made in a custom dialog box. What I said was assuming that is what you meant.