Hi.
Need some help please. 
Have some custom units with too many abilities, and I need to create a sub-menu ability. 
How do i do that? 
Thanks in advance :-)
			Extra ability menu
									18 Dec 2018, 16:59 PM
				
	#1					
								
					
				
		
Posts: 26
									18 Dec 2018, 17:38 PM
				
	#2					
								
					
				
		
    		            							
			    		Posts: 817 | Subs: 5
You could make a toggle ability which adds and removes an upgrade. The abilities on the first page would require it to show, and the others not.
			
		
									18 Dec 2018, 17:58 PM
				
	#3					
								
					
				
		
Posts: 26
Yeah was thinking about that one, but not sure how to do it.
-- I cloned the minesweeper toggle ability for Oberkommando west, but my brain just started melting.
		
So how do i do it?
- Clone both the minesweeper abilities (on/off)
- Change their name to ability_menu2 and ability_menu2off
- Set requirement for all existing abilities which should be in "regular menu"
to require player upgrade? ability_menu2off
- Set requirement for all new abilities which will be in menu 2 to
to require player upgrade? ability_menu2
		
Is this the way? I just really lost my head when testing this out earlier.
			  
			
		-- I cloned the minesweeper toggle ability for Oberkommando west, but my brain just started melting.
So how do i do it?
- Clone both the minesweeper abilities (on/off)
- Change their name to ability_menu2 and ability_menu2off
- Set requirement for all existing abilities which should be in "regular menu"
to require player upgrade? ability_menu2off
- Set requirement for all new abilities which will be in menu 2 to
to require player upgrade? ability_menu2
Is this the way? I just really lost my head when testing this out earlier.
									18 Dec 2018, 18:30 PM
				
	#4					
								
					
				
		
    		            							
			    		Posts: 817 | Subs: 5
Yes, but you need 2 abilities and 2 upgrades. The ability adds the upgrade. Your squad abilities need the 'required_squad_upgrade' requirement.
			
		
									18 Dec 2018, 19:48 PM
				
	#5					
								
					
				
		
Posts: 26
That's actually where I get a bit lost, cause whats the deal with that upgrade requirement? will it take up a space in the upgrade menu of the unit?
			
		
									18 Dec 2018, 20:23 PM
				
	#6					
								
					
				
		
    		            							
			    		Posts: 317
That's actually where I get a bit lost, cause whats the deal with that upgrade requirement? will it take up a space in the upgrade menu of the unit?
OK, I will try to explain the best I can step by step.
1. create 2 new abilities, something_on and something_off
2. create 1 new upgrade, call it something_on_off and make sure that owner_type is se to self
3. in your new ability something_on in action_list to start_self_actions add upgrade_add(add your new upgrade)
4. in the same ability something_on in requirements add required_not(set reason to "usage_and_display) and add required_player_upgrade(add your new upgrade)
5. now in your ability something_off in action_list to start_self_actions add upgrade_remove(add your new upgrade)
6. again in something_off in requirements add and add required_player_upgrade(add your new upgrade) and again the reason set to "usage_and_display"
7. now your menu is set up so all you need to do now is that the abilitys in the second menu will have in requirements > required_player_upgrade(your upgrade, the reason set to "usage_and_display") and the abilitys that will be in the first menu will be the same but will required_not(reason set to "usage_and_display") and required_player_upgrade(your upgrade)
I hope all of this makes sense to you
, if not ask again.PAGES (1)
		
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