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Sorry that wasn't clear, if you are overriding the SCV data in a mod you will have to use the index= syntax. I updated my post to include that - definitely works, just tested it.
Sure you can, just edit the Unit XML. For example here is the SCV with 6 cards.
<CardLayouts index="0"> <LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/> <LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/> <LayoutButtons Face="MoveHoldPosition" Type="AbilCmd" AbilCmd="move,HoldPos" Row="0" Column="2"/> <LayoutButtons Face="Attack" Type="AbilCmd" AbilCmd="attack,Execute" Row="0" Column="4"/> <LayoutButtons Face="MovePatrol" Type="AbilCmd" AbilCmd="move,Patrol" Row="0" Column="3"/> <LayoutButtons Face="Repair" Type="AbilCmd" AbilCmd="Repair,Execute" Row="1" Column="0"/> <LayoutButtons Face="GatherTerr" Type="AbilCmd" AbilCmd="SCVHarvest,Gather" Row="1" Column="1"/> <LayoutButtons Face="ReturnCargo" Type="AbilCmd" AbilCmd="SCVHarvest,Return" Row="1" Column="2"/> <LayoutButtons Face="TerranBuild" Type="Submenu" SubmenuCardId="TBl1" Row="2" Column="0"/> <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl2" Row="2" Column="1"/> <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl3" Row="2" Column="2"/> <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl4" Row="2" Column="3"/> <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl5" Row="2" Column="4"/> <LayoutButtons Face="Halt" Type="AbilCmd" AbilCmd="TerranBuild,Halt" Row="2" Column="4"/> </CardLayouts> <CardLayouts index="1" CardId="TBl1"> <LayoutButtons Face="CommandCenter" Type="AbilCmd" AbilCmd="TerranBuild,Build1" Row="0" Column="0"/> <LayoutButtons Face="Refinery" Type="AbilCmd" AbilCmd="TerranBuild,Build3" Row="0" Column="1"/> <LayoutButtons Face="SupplyDepot" Type="AbilCmd" AbilCmd="TerranBuild,Build2" Row="0" Column="2"/> <LayoutButtons Face="Barracks" Type="AbilCmd" AbilCmd="TerranBuild,Build4" Row="1" Column="0"/> <LayoutButtons Face="EngineeringBay" Type="AbilCmd" AbilCmd="TerranBuild,Build5" Row="1" Column="1"/> <LayoutButtons Face="Bunker" Type="AbilCmd" AbilCmd="TerranBuild,Build7" Row="2" Column="0"/> <LayoutButtons Face="MissileTurret" Type="AbilCmd" AbilCmd="TerranBuild,Build6" Row="2" Column="1"/> <LayoutButtons Face="SensorTower" Type="AbilCmd" AbilCmd="TerranBuild,Build9" Row="2" Column="2"/> <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/> </CardLayouts> <CardLayouts index="2" CardId="TBl2"> <LayoutButtons Face="GhostAcademy" Type="AbilCmd" AbilCmd="TerranBuild,Build10" Row="0" Column="0"/> <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/> </CardLayouts> <CardLayouts CardId="TBl3"> <LayoutButtons Face="Factory" Type="AbilCmd" AbilCmd="TerranBuild,Build11" Row="1" Column="0"/> <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/> </CardLayouts> <CardLayouts CardId="TBl4"> <LayoutButtons Face="Armory" Type="AbilCmd" AbilCmd="TerranBuild,Build14" Row="1" Column="1"/> <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/> </CardLayouts> <CardLayouts CardId="TBl5"> <LayoutButtons Face="Starport" Type="AbilCmd" AbilCmd="TerranBuild,Build12" Row="2" Column="0"/> <LayoutButtons Face="FusionCore" Type="AbilCmd" AbilCmd="TerranBuild,Build16" Row="2" Column="1"/> <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/> </CardLayouts>
Sorry that wasn't clear, if you are overriding the SCV data in a mod you will have to use the index= syntax. I updated my post to include that - definitely works, just tested it.
Sure you can, just edit the Unit XML. For example here is the SCV with 6 cards.