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?
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.
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.
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.