i was wondering the same, but i want the building menu, is that still posible?, or simply just make the building consume the unit who initiates the building, and if cancel'ed returns the unit?.
okay, i looked abit into it and it dosnt seem theres anything i can do.
the only thing i looked at who possible could help, dindt work. its marked in blue, drones are starting units,so i did have them, but it dindt consume them.
My Suggestion add a optitonal extra option alike to requrement, but instead Consumes the unit.
something like this:
<unit-consumed>
<unit name="drone"/>
</unit-consumed>
Hereunder is what i cant get to work, marked with blue text.
<command>
<type value= "build"/>
<name value="build_basic"/>
<image path="images/scv_build_basic.bmp"/>
<unit-requirements>
<unit name="drone"/>
</unit-requirements>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<build-skill value="build_skill"/>
<buildings>
<building name="spawning_pool"/>
<building name="hatchery"/>
<building name="creep_nurisher"/>
</buildings>
<start-sound enabled="false"/>
<built-sound enabled="true">
<sound-file path="sounds/scv_work_end1.wav"/>
<sound-file path="sounds/scv_work_end2.wav"/>
<sound-file path="sounds/scv_work_end3.wav"/>
</built-sound>
</command>