+1
I think a pretty easy solution could be to set ghost_unit_number to the unit_number of the removed entity which is being undone by the ghost. The same way it works with ghosts placed after killing an entity.
Search found 3 matches
- Thu Dec 28, 2023 8:23 pm
- Forum: Modding interface requests
- Topic: Allow mod to track entities across undo
- Replies: 2
- Views: 944
- Wed Apr 19, 2023 10:08 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 18
- Views: 3704
Re: copy-paste by blueprint should trigger an event
+1
I have some settings associated with entities which I store in the global table and in blueprint tags. Unfortunately, blueprint pasting is not working as there is no event fired when it happens.
Would be great to have such an event so mods could properly support regaular game features.
I have some settings associated with entities which I store in the global table and in blueprint tags. Unfortunately, blueprint pasting is not working as there is no event fired when it happens.
Would be great to have such an event so mods could properly support regaular game features.
- Mon Jan 02, 2023 2:40 am
- Forum: Modding discussion
- Topic: LuaGuiElement frame with a close [X] button
- Replies: 3
- Views: 2898
Re: LuaGuiElement frame with a close [X] button
Is there a proper way to make such frame closing with regular hotkeys (F or ESC)? So that the tooltip on the screenshot wouldn't lie.
By "proper" I mean not defining a separate input for it. I tried using CustomInput with linked_game_control which sounds like what is needed here, but unfortunately ...
By "proper" I mean not defining a separate input for it. I tried using CustomInput with linked_game_control which sounds like what is needed here, but unfortunately ...