Can I put triggers in addition to the data into the .sc2mod dependency?
Also, does the dependency automatically attach to the map when I publish on battle.net? If not, how do I make sure that it publishes with the new data intact?
How do I make created buttons grey out under certain conditions?
This would be like the way that unit producing structures automatically grey out the buttons that build units when requirements aren't met, e.g. the Factory button for Seige Tank is grey and unusable until a tech lab is attached to the building.
What's the easiest way to transfer all of my data manipulations from one map to another?
Right now, I'm copying everything over and then asking the duplicated units to copy the fields of the units that I just put in. For example, if I edited the abilities for the Zerg Hive and I copy the edited Zerg Hive from the edited map to a clean one, I get two Hive entries: "Hive" and "Hive (copy)." Is there any way to override the "(copy)" function and simply have my new data overwrite the default on a new map.
If someone has an idea for this, it could potentially save me a ton of time.
I ended up going the trigger route and it works great.
I'd love to eventually find a way to make a right click autocast command for training units, though. But I really have no idea how to proceed with that.
If anyone has any ideas, I would really appreciate it.
For that matter, what would it look like to take the data method route and program a building's behavior to start training a unit once it completes one?
Though it may require more work, the autocast route might be more elegant since it sounds like the other would return a "not enough minerals" message to the player when production outstrips income.
In the end, i'd like the map to have an real time display for income as well (eg. + or - minerals per second, given the rate of mining and the rate of spending from the autocast buildings). Also the autocast option would be a right click ability, leaving intact the normal ability to build single units, non repetitiously.
Catalisk, it sounds like there would be a really easy way to make a building auto-train like a hanger, but infinitely, and not store the units inside, but to eject them as they are trained. How do I do that?
I apologize if this is not the correct place for this question.
How can I use the map editor to change the way that a building creates units? I would like to get a building to train units automatically via an infinite queue, ala Supreme Commander. I would like a barracks to, say, have a button that commands it to always build marines provided that the player has enough available resources to build one.
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The buttons in questions are tied to dummy abilities (i.e. abilities that are tied to triggers). Is there a workaround?
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Requirements for the buttons don't grey the button out. It only lists the requirement in the tooltip.
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Thanks for that.
Can I put triggers in addition to the data into the .sc2mod dependency?
Also, does the dependency automatically attach to the map when I publish on battle.net? If not, how do I make sure that it publishes with the new data intact?
I really appreciate the help.
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How do I make created buttons grey out under certain conditions?
This would be like the way that unit producing structures automatically grey out the buttons that build units when requirements aren't met, e.g. the Factory button for Seige Tank is grey and unusable until a tech lab is attached to the building.
Thanks for your help.
0
What's the easiest way to transfer all of my data manipulations from one map to another?
Right now, I'm copying everything over and then asking the duplicated units to copy the fields of the units that I just put in. For example, if I edited the abilities for the Zerg Hive and I copy the edited Zerg Hive from the edited map to a clean one, I get two Hive entries: "Hive" and "Hive (copy)." Is there any way to override the "(copy)" function and simply have my new data overwrite the default on a new map.
If someone has an idea for this, it could potentially save me a ton of time.
Thanks in advance.
0
Thanks again, guys.
I ended up going the trigger route and it works great.
I'd love to eventually find a way to make a right click autocast command for training units, though. But I really have no idea how to proceed with that.
If anyone has any ideas, I would really appreciate it.
0
For that matter, what would it look like to take the data method route and program a building's behavior to start training a unit once it completes one?
Though it may require more work, the autocast route might be more elegant since it sounds like the other would return a "not enough minerals" message to the player when production outstrips income.
In the end, i'd like the map to have an real time display for income as well (eg. + or - minerals per second, given the rate of mining and the rate of spending from the autocast buildings). Also the autocast option would be a right click ability, leaving intact the normal ability to build single units, non repetitiously.
Again, thanks for the help so far.
Any other thoughts?
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Wow. Thanks for the tips.
Catalisk, it sounds like there would be a really easy way to make a building auto-train like a hanger, but infinitely, and not store the units inside, but to eject them as they are trained. How do I do that?
Thanks again for the help, guys?
0
I apologize if this is not the correct place for this question.
How can I use the map editor to change the way that a building creates units? I would like to get a building to train units automatically via an infinite queue, ala Supreme Commander. I would like a barracks to, say, have a button that commands it to always build marines provided that the player has enough available resources to build one.
Any help would be greatly appreciated.
Thank you.