I have an ablility that's used on a Raven. It does research for an upgrade which stops the unit from moving. To allow for the shift key to work with the upgrade (so I can have it flee before it starts the research automatically) I created an issue order ability.
The issue order ability does not display the cost of the upgrade and I need some advice on what to do about it other than writing the cost in the tooltips. Idealy I would have the button for the issue order ability display the cost of minerals of the upgrade. Any help would be nice.
Why don't you want to write the cost in the tooltip? You can make it look very similar to the real thing. Except, the text won't go red if the player doesn't have the minerals
<img path="Assets\Textures\icon-mineral-terran.dds" height="17" width="17"/> 100<n/>Some tooltip text
Alternativly, you can make a trigger that gives the player the minerals/gas back once the ability has been used
Hey thanks! I like that second idea. Not sure why I didn't think of that.
I didn't know you could use images in the tooltips. That might come in handy. Thanks again.
Don't suppose I could be nosey here and ask what the ability is? You've got me curious as to what kind of effect you're going for, since it's rather unusal the way your trying to do it.
I found an exploit via using shift and queueing upgrades (after making them a shift-queue capable) so I've had to ditch the effort in my map. Problem is that items you could only research once could be queued many times (even when multiple can't be queued in the build queue via the data editor), over charging the player each time. I have a mineral cap in my map and this would pose as a problem when the upgrades were 'cancelled' from not being able to be researched.
You can make a requirement that prevents people from queueing an upgrade when it is already queued somewhere.. Just like you can't queue the same upgrade twice in a melee map.
Like for stimpack, you have a requirement !CountUpgrade(Stimpack,QueuedOrBetter) (in computers 0 is conventionally considered false, while all other values represent true, so if this function returns 0, it will be negated to true, and you will be allowed to research the upgrade).
I have an ablility that's used on a Raven. It does research for an upgrade which stops the unit from moving. To allow for the shift key to work with the upgrade (so I can have it flee before it starts the research automatically) I created an issue order ability.
The issue order ability does not display the cost of the upgrade and I need some advice on what to do about it other than writing the cost in the tooltips. Idealy I would have the button for the issue order ability display the cost of minerals of the upgrade. Any help would be nice.
Why don't you want to write the cost in the tooltip? You can make it look very similar to the real thing. Except, the text won't go red if the player doesn't have the minerals
<img path="Assets\Textures\icon-mineral-terran.dds" height="17" width="17"/> 100<n/>Some tooltip text
Alternativly, you can make a trigger that gives the player the minerals/gas back once the ability has been used
@SBeier: Go
Hey thanks! I like that second idea. Not sure why I didn't think of that. I didn't know you could use images in the tooltips. That might come in handy. Thanks again.
Don't suppose I could be nosey here and ask what the ability is? You've got me curious as to what kind of effect you're going for, since it's rather unusal the way your trying to do it.
@PurpleFantum: Go
It's an installing type effect and it works great. I'm not going more into it than that until my map gets released.
Now I've got another problem with the alternative. The Progress is Cancelled event doesn't detect queued upgrades. Any help on this one?
Edit: Found Unit uses ability: with Generic4 - Cancel stage. Works perfectly now. Thanks guys.
I found an exploit via using shift and queueing upgrades (after making them a shift-queue capable) so I've had to ditch the effort in my map. Problem is that items you could only research once could be queued many times (even when multiple can't be queued in the build queue via the data editor), over charging the player each time. I have a mineral cap in my map and this would pose as a problem when the upgrades were 'cancelled' from not being able to be researched.
You can make a requirement that prevents people from queueing an upgrade when it is already queued somewhere.. Just like you can't queue the same upgrade twice in a melee map.
Like for stimpack, you have a requirement !CountUpgrade(Stimpack,QueuedOrBetter) (in computers 0 is conventionally considered false, while all other values represent true, so if this function returns 0, it will be negated to true, and you will be allowed to research the upgrade).
@SBeier: Go
It's an action queue I was trying to talk about, not the build queue. Sorry for the confusion.
Still without a solution.