How would I do that? It does seem tricky.
Maybe it's best to define a new widget and then re-use the animation. How do I reference the clock animation for TS?
Re-using production icon widgets for other purposes
- Graion Dilach
- Posts: 277
- Joined: Fri May 15, 2015 5:57 pm
- Graion Dilach
- Posts: 277
- Joined: Fri May 15, 2015 5:57 pm
I do have a little bit of experience with the engine code, so I'm going to take the C# approach.Graion Dilach wrote: ↑Best thing you could do for such (assuming no capability to do a C# hack for your mod) is to use individual (TD-mod style) build queues then add your RPG elements as dummy actor build options but it'll look messy in a way.