Is there a way to dynamically show or hide a command card passive or submenu? The Requirements field seems to be completely broken, and behavior only greys the button out if the behavior isn't present. I want it to be completely visible or invisible, not greyed out.
Use the Show part of a requirement. The requirements field is not broken at all, but for the buttons, it is entirely visual. If you use the Use part, it will grey out the button, but you can still use it. If you don't want to be able to use it, you need to apply the requirement to the associated ability directly.
If you use the Show part, it doesn't really matter, because you cannot use the ability either way. It makes a difference, if you give the unit the order via trigger, though; if you only added the requirement to the button, it will still be casted if ordered via trigger; if the requirement is in the ability, it cannot.
A submenu button gets hidden, if every button within this submenu is hidden as well.
I can easily use abilities to show/hide buttons except I already ran up against the ability limit of 31. The map I'm using requires many players who have the same unit type to have different abilities.
Upon further research, it seems as if Upgrade Complete Only At Unit doesn't work... at least not in the same way that Behavior Complete Only At Unit does. It can be worked around using behaviors, at least.
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Is there a way to dynamically show or hide a command card passive or submenu? The Requirements field seems to be completely broken, and behavior only greys the button out if the behavior isn't present. I want it to be completely visible or invisible, not greyed out.
Use the Show part of a requirement. The requirements field is not broken at all, but for the buttons, it is entirely visual. If you use the Use part, it will grey out the button, but you can still use it. If you don't want to be able to use it, you need to apply the requirement to the associated ability directly.
If you use the Show part, it doesn't really matter, because you cannot use the ability either way. It makes a difference, if you give the unit the order via trigger, though; if you only added the requirement to the button, it will still be casted if ordered via trigger; if the requirement is in the ability, it cannot.
A submenu button gets hidden, if every button within this submenu is hidden as well.
I did use the Show folder. My requirement reads like this:
I can easily use abilities to show/hide buttons except I already ran up against the ability limit of 31. The map I'm using requires many players who have the same unit type to have different abilities.
Well, works perfectly for me.
There is a button limit as well, but I am pretty sure it got raised some patches ago (to 63, I believe?)
@Kueken531: Go
What does your requirement look like? Is it the same?
In Expression view, it looks like this:
CountBehavior(Bla,CompleteOnlyAtUnit) > 0
Ah, there we go. Got it working now. My error was that I didn't use "Complete Only At Unit." Thanks Kueken!
Upon further research, it seems as if Upgrade Complete Only At Unit doesn't work... at least not in the same way that Behavior Complete Only At Unit does. It can be worked around using behaviors, at least.