On the image below you see on the right side buttons within a container. These buttons have actions like Terran's "scan sweep" or like a nuke from Ghosts.
How could I make this work with the SC2 inventory system. Anybody have a clue?
Unfortunately, the image won't load, but you could use dialogs to accomplish the ui side, as for targeting the abilities.... maybe a dummy unit casts it for you or something... that was the wc3 way anyway
So you say I spawn an invisible/unselectable unit which has these abilities. Then I connect via a dialog box, buttons to that unit its abilities. Could you give me more detail on how:
A. Dialog button - connects to -> B. the actual units Ability.
But, when dialog(a) is selected, select dummy unit (you could name this nuclear missile, and use a nuke portrait), then tell the unit to... trying to think what it would be..
Maybe issue an order with no point? That might bring up a selection circle for a dummy ability.
Surely theres a way to make it happen through triggers.
Another possibly you could use is generating an actor wherever a player clicks.
The point defense range highlight gives a nice range marker that is easy to change combine that with a "Target" floating text, and you have the basis of target selection without even using dummy abilities or units.
By unchecking "Update model visibility" in Actor Model Flags I was able to get the highlight to show up everywhere without the requirement for the dummy unit to have any sight radius.
On the image below you see on the right side buttons within a container. These buttons have actions like Terran's "scan sweep" or like a nuke from Ghosts.
How could I make this work with the SC2 inventory system. Anybody have a clue?
Unfortunately, the image won't load, but you could use dialogs to accomplish the ui side, as for targeting the abilities.... maybe a dummy unit casts it for you or something... that was the wc3 way anyway
@Sapphire_united: Go
The image should now load properly.
So you say I spawn an invisible/unselectable unit which has these abilities. Then I connect via a dialog box, buttons to that unit its abilities. Could you give me more detail on how: A. Dialog button - connects to -> B. the actual units Ability.
I don't have the editor open atm..
But, when dialog(a) is selected, select dummy unit (you could name this nuclear missile, and use a nuke portrait), then tell the unit to... trying to think what it would be..
Maybe issue an order with no point? That might bring up a selection circle for a dummy ability.
Surely theres a way to make it happen through triggers.
Another possibly you could use is generating an actor wherever a player clicks.
The point defense range highlight gives a nice range marker that is easy to change combine that with a "Target" floating text, and you have the basis of target selection without even using dummy abilities or units.
I really don't think you should use inventory items for those super weapons though, a good dialog would suffice.
And thanks for fixing the image, generals is awesome
You can make inventory items cast abilities. Just saying.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Could you describe the steps I have to take in order to make it work?
ex. 1. Make an item container 2. Make item class
Make the effect you want to have happen.
Make an item of the type ability
set the items ability to your ability.
other item stuff as per usual (actors etc.)
Edit: updated mini tutorial. Also this assumes you already know how to make items and abilities.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
The problem with using inventories is that there is no way to keep one constantly open... or at least that is my understanding.
@Sapphire_united: Go
Triggers, there is a tutorial for that.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
I went ahead and made a test map with two examples, one for the super weapon feature, and one for the unit limit feature that you have been wanting.
I can add the power feature as well if that is still something you are trying to figure out.
Cheers!
Usage
Caveats:
Edit: Updated map, dummy target selection unit was colliding with units on the map.
By unchecking "Update model visibility" in Actor Model Flags I was able to get the highlight to show up everywhere without the requirement for the dummy unit to have any sight radius.
I was able to add a cool down to the nuke ability, using transparency to show time.
I also found a cool down effect example that could be modified to something more CnC like.