I'm working on a mod with mechanics similar to BW, but less demanding. I got a limited unit selection working (found it on this very forum, thank you all who contribute!), and I want a multiple building selection with a twist.
Here's what I want:
- if multiple buildings are selected, the buttons for training units/research either don't work or are hidden (execution is irrelevant, as long as command cannot be given), and only rally points can be set, nothing else.
- Only warp gates can still work as normal with multiple building selection.
Sounds simple, but I have no idea where to start on this one :)
I dont think you can do this. I suggest finding another way. And, I'm having a hard time understanding what you want haha.
This is what I do understand: You have several units selected and you want certain abilities to show and other abilities to hide?
You'd probably need to create your own dialog items that appear when units are selected, to replace command cards. Showing and hiding under if condition unit type is selected. IF all of these units are selected show then.. and if all of these other units are selected show these etc.
For a long work around you could put requirements on all those buttons to tell them to hide when a hidden upgrade is either on or off. Then when the player selects more than you would like to allow, turn that upgrade on/off to hide/show the correct buttons.
It might be easier to just have it so when you select too many units to just remove units from the selection until it is at the correct number.
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For a long work around you could put requirements on all those buttons to tell them to hide when a hidden upgrade is either on or off. Then when the player selects more than you would like to allow, turn that upgrade on/off to hide/show the correct buttons.
It might be easier to just have it so when you select too many units to just remove units from the selection until it is at the correct number.
This actually sounds promising. It will be a lot of pain and bug fixing (sometimes game doesn't like adding anything to existing requirements and buttons disappear completely), but it can work and it's something I can do with triggers myself.
I still want the rally point functionality so simply removing buildings from selection wouldn't work for me. Small thing but I want it in my mod.
I'm working on a mod with mechanics similar to BW, but less demanding. I got a limited unit selection working (found it on this very forum, thank you all who contribute!), and I want a multiple building selection with a twist.
Here's what I want:
- if multiple buildings are selected, the buttons for training units/research either don't work or are hidden (execution is irrelevant, as long as command cannot be given), and only rally points can be set, nothing else. - Only warp gates can still work as normal with multiple building selection.
Sounds simple, but I have no idea where to start on this one :)
I dont think you can do this. I suggest finding another way. And, I'm having a hard time understanding what you want haha.
This is what I do understand: You have several units selected and you want certain abilities to show and other abilities to hide?
You'd probably need to create your own dialog items that appear when units are selected, to replace command cards. Showing and hiding under if condition unit type is selected. IF all of these units are selected show then.. and if all of these other units are selected show these etc.
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For a long work around you could put requirements on all those buttons to tell them to hide when a hidden upgrade is either on or off. Then when the player selects more than you would like to allow, turn that upgrade on/off to hide/show the correct buttons.
It might be easier to just have it so when you select too many units to just remove units from the selection until it is at the correct number.
This actually sounds promising. It will be a lot of pain and bug fixing (sometimes game doesn't like adding anything to existing requirements and buttons disappear completely), but it can work and it's something I can do with triggers myself.
I still want the rally point functionality so simply removing buildings from selection wouldn't work for me. Small thing but I want it in my mod.
Thank you :)