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Spell book?!

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Level 11
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Aug 1, 2009
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963
Yes.

First, go to your unit and click on Abilitys - Command Card +. This will open up a dialog showing the units command card. You can then click on the dropdown at the top with the number 1 to change which menu you are looking at, you can have up to 4 total (one main, 3 extra). Then, you can add in an ability with a command type of "Submenu" and change the "Command Card" field to the number of your submenu to access this menu.

Also, you can create dummy spells by creating new abilities and associated icons but making them not have any effect. If you want one that has no effect and is casted when clicked, make it one of type Effect - Instant.
 

Dr Super Good

Spell Reviewer
Level 65
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Jan 18, 2005
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Nope, there is no spellbook cause there is no need for one.

Unlike WC3, abilities only have buttons when you want them to so passives (behaviours) do not have icons (if set so) thus do not have the need for disabled spellbooks.
As for the extension to the command card interface... All unit data in SC2 supports up to 4 sheets, each which has 15 buttons so you can asign a masive 60 buttons! (54 if you count buttons to change sheets). Additional buttons can be added via dialog triggers if you want to go nuts.
 
Level 15
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Nov 30, 2007
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1,202
ooh how I love you and all the possibilities avalible to me.

hmm, is there someway to detect when a button is clicked, like when you click the button for building barrack.(not starting to construct it)

edit*
nvm I found it... heh, should start to look around more =)

edit2* it seems like the event related to build bunker runs many times... for example selecting target trigger the event twice, canceling the selected order does also trigger the event,

I just want a ability that cost resources that is a dummy, that I can use.
 
Last edited:

Dr Super Good

Spell Reviewer
Level 65
Joined
Jan 18, 2005
Messages
27,296
Dummy spell???? What are you talking about.

All abilities in SC2 are fully customizable and made from the same constructs. You just have to manipulate those constructs to your likeing. That means that any ability from the same construct could be made to be exactly the same as any other ability from the same construct.
 
Level 15
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ok, let me rephrase.

I want a command card, like the build <command center> and then when you click build <bunker> a trigger starts and creates the selected building in the center of the zone the unit is in. (instead of you manually selecting the location of where to build)

- Something simular to zone control building.
 
Level 5
Joined
Nov 4, 2006
Messages
132
on your submenu create a dummy ability that does nothing eg: spawn changling then remove unit

Make this ability look like the build bunker and then create a trigger that does what you want

Make sure the ability has a mineral cost

The trigger is something like: An ability is cast
 
Nope, there is no spellbook cause there is no need for one.

Unlike WC3, abilities only have buttons when you want them to so passives (behaviours) do not have icons (if set so) thus do not have the need for disabled spellbooks.
As for the extension to the command card interface... All unit data in SC2 supports up to 4 sheets, each which has 15 buttons so you can asign a masive 60 buttons! (54 if you count buttons to change sheets). Additional buttons can be added via dialog triggers if you want to go nuts.
There is, of course, the Advanced buildings the Builders can make. See, they could be used for abilities.
 
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