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Re-using production icon widgets for other purposes

Posted: Thu Dec 24, 2015 12:16 am
by ephja
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?

Posted: Tue Dec 29, 2015 8:29 am
by Graion Dilach
What is your intention here?

Posted: Tue Dec 29, 2015 10:15 pm
by ephja
Graion Dilach wrote: What is your intention here?
I would like to use it for skill bars for example (RPG mechanics), but I do have more experience now so I might be able to figure it out when I get back to this.

Posted: Wed Dec 30, 2015 3:09 am
by Graion Dilach
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.

Posted: Wed Dec 30, 2015 1:56 pm
by ephja
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.
I do have a little bit of experience with the engine code, so I'm going to take the C# approach.