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Icon 'Priorities'; what determines which icon gets bumped?

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Level 14
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Dec 12, 2009
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For one of my buildings, 10 units can be produced and 1 ability can be used. When I train any unit, the Cancel button appears, bumping 3,2 (the ability) over to 2,2 (a unit) which bumps 2,2 to 3,0 (another unit) and bumps 3,0 off of the menu.

I want the 3,2 (ability) to be bumped by the Cancel icon, leaving all the units alone and in their places. All icons are set to the desired positions, but I don't know why the ability icon isn't kicked out even though it can't be used while a unit is being trained.

//\\oo//\\
 
Are you sure that the ability's coordinates on the interface do not equal with the coordinates of your trained units'? Here is a pic of how the values are representing each slot:
uniteditor1.jpg
 
Level 14
Joined
Dec 12, 2009
Messages
1,027
Yes, I'm sure. The only conflict occurs when I train any unit. The Cancel Icon appears, and is assigned the coordinate 3,2. What I don't understand is the order in which everything is bumped. The ability is a 'Raze this building ability' and it can't be used while a unit is being trained. I want the Cancel button to override the ability button without affecting the other positions.

I've checked a few times for discrepancies and have been unable to find any.

//\\oo//\\
 
Yes, I'm sure. The only conflict occurs when I train any unit. The Cancel Icon appears, and is assigned the coordinate 3,2. What I don't understand is the order in which everything is bumped. The ability is a 'Raze this building ability' and it can't be used while a unit is being trained. I want the Cancel button to override the ability button without affecting the other positions.

I've checked a few times for discrepancies and have been unable to find any.

//\\oo//\\

I dont think you can exactly determine it... but you can disable raze via triggers...

  • Events
    • Unit - a unit begins training a unit
  • Conditions
    • Unit-Type of TriggeringUnit is equal to TheBuildingWithRaze
  • Actions
    • Player - disable Raze for Owner of Triggering unit
to enable it

  • Events
    • Unit - a unit finishes training a unit
  • Conditions
    • Unit-Type of TriggeringUnit is equal to TheBuildingWithRaze
  • Actions
    • Player - enable Raze for Owner of Triggering unit
 
For beginning and finishing unit training, Adiktuz's triggers work fine. For canceling training, that's not the case. There's no way to determine if the building is busy training a unit that I can find.

Is there a way to tell if a unit has queued orders?

//\\o0//\\

you can only check a unit's current order...
 
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