You can remove the command card buttons if you're giving scripted orders, they're only for player interaction.
Deduct the costs seperately via triggers if need be, or just use an Issue Order effect instead of triggers. Also make sure you have actually set costs on the units and/or the train ability.
Look at the orbital insertion upgrade from the campaign? You could apply a Teleport effect to the units upon completion, though you'd need something like the Rally ability to paint a target.
You could link the button to an Effect-Instant ability with the apropriate cost and just spawn the units via triggers if you need several spawn destinations (eg tug of war maps)
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Hey
So Here's my issue:
I have a barracks train ability- that creates units for you to send towards enemies. however it trains based off triggers
but the issue is that the mineral cost to use the buttons are being ignored and the buttons are always available.
help thanks
@SwarmNerd: Go
You can remove the command card buttons if you're giving scripted orders, they're only for player interaction.
Deduct the costs seperately via triggers if need be, or just use an Issue Order effect instead of triggers. Also make sure you have actually set costs on the units and/or the train ability.
@Photoloss: Go The scripted orders are to spawn is seperate locations when the button is pressed.
iv'e tried setting the cost on both the unit and the tain ability.
For Example: I need the state of the button to be disabled if i don't have enough minerals to use it. (as if it needed a requirenment)
@SwarmNerd: Go
Look at the orbital insertion upgrade from the campaign? You could apply a Teleport effect to the units upon completion, though you'd need something like the Rally ability to paint a target.
You could link the button to an Effect-Instant ability with the apropriate cost and just spawn the units via triggers if you need several spawn destinations (eg tug of war maps)