You need to add the structures to the Build type ability used by the units and then add Requirements to alter the showing of the buttons. It will only have the same model if you use the same actor for the unit that uses the same model.
Are you trying to use the same unit? If so just get the actor events to have on Actor Creation to use the Validate Unit term before a Model Swap event action
Your second/third process is flawed in that the default behaviour for the automated refinery that does the mining is disabled if you lack a command center via the validator AutoHarvesterHarvest.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Just give them a modified version of the autoharvester behaviour except the requirement for each needs the command structure of that race.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You need to add the structures to the Build type ability used by the units and then add Requirements to alter the showing of the buttons. It will only have the same model if you use the same actor for the unit that uses the same model.
Are you trying to use the same unit? If so just get the actor events to have on Actor Creation to use the Validate Unit term before a Model Swap event action
Your second/third process is flawed in that the default behaviour for the automated refinery that does the mining is disabled if you lack a command center via the validator AutoHarvesterHarvest.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg