I'm currently working on a map where I need unit costs (Minerals, Vespene, etc) to be hidden from the player when he hovers over the unit in the "barracks" I was assuming that is what the Cost Display meant in the training abilities objects properties where you modify what unit is trained and what it costs, but sadly I must be mistaken or its just not implemented yet. So I was wondering if anyone else has happened to find out how to hide unit costs?
Here is an image of the page that I thought Cost Display meant click this option if you want that particular resource so show up, but unless I'm missing something I have no idea what that option does.
Just a bump. Wondering if anyone has any other suggestions besides Eldrazor (not that it was a bad suggestion) just we have so much stuff to script already it would be nice for once not having to script in even more work for our team. /cry
This is probally just a bug, but I noticed that if you make a requirement like show: 0 == 0, and add that to the button in the command card, the minerals/gas/food/time required doesn't show
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I'm currently working on a map where I need unit costs (Minerals, Vespene, etc) to be hidden from the player when he hovers over the unit in the "barracks" I was assuming that is what the Cost Display meant in the training abilities objects properties where you modify what unit is trained and what it costs, but sadly I must be mistaken or its just not implemented yet. So I was wondering if anyone else has happened to find out how to hide unit costs? Here is an image of the page that I thought Cost Display meant click this option if you want that particular resource so show up, but unless I'm missing something I have no idea what that option does.
My best guess is to remove the standard cost of units and change them into triggers.
I'm having the opposite problem: my research button doesn't display its cost no matter what I put in the above fields...
Just a bump. Wondering if anyone has any other suggestions besides Eldrazor (not that it was a bad suggestion) just we have so much stuff to script already it would be nice for once not having to script in even more work for our team. /cry
This is probally just a bug, but I noticed that if you make a requirement like show: 0 == 0, and add that to the button in the command card, the minerals/gas/food/time required doesn't show