I'm trying to use an autotrain ability utilizing behaviours. Basically, the structure has got three abilities. "Produce a worker", "produce a tenant" and "pay the rent". They all are Effect - Instant abilities, using an Effect - Set to apply the right behaviour and remove the other ones.
The behaviours are using "Effect - Issue Order"-type effects to make the unit train the unit referred to by the train ability. So far, so not broken.
But when i change the behaviour, i want the queue to be emptied so a new unit can be queued instantly. I tried adding an "Effect - Issue Order" to the set which orders the unit to use the Queue-ability's command to cancel production before executing the "Apply Behaviour"-effect, but that doesn't work. I assume that the "Cancel production" order is queued up AFTER the production, thus rendering it useless. My bet is that there's a flag for the "Issue Order" Effects that somehow allow this to happen.
TL;DR : What do the flags of "Effect - Issue Order" mean/do?
P.S: Search didn't turn up anything useful and the wiki doesn't seem to have anything on this. If I'm wrong, I'd like to be corrected with the addition of a link.
I'm actually asking for something that the wiki is missing.
The Effect - Issue Order effect does have a field called Command Flags. There are eight options to choose from:
Alternate
Preempt
Queued
Set Autocast
Set Autocast On
Smart Click
Smart Rally
Subgroup
I have no idea what these may do at all. Though i can somehow imagine that "Queued" would queue the issue order effect after the unit's current orders.
However, i have no clue what the others do specifically.
Here's a (hopefully) clearer example of what i'm trying to do.
I've got a unit.
This unit has the Effect - Instant abilities to apply behaviours to itself.
These behaviours work as an auto-train.
While the unit is training something, i want the player to be able to change the auto-train behaviour. When he does so, i want the unit to cancel whatever it is doing at the moment.
I've got everything working, except the unit won't cancel production.
I tried using an Effect - Issue Order to use the cancel ability, but - and here's the jist - the unit doesn't execute this order immediately. I'm sure that this has to do with the Command Flags, which is why i'm trying to find some info on this. In vain, yet.
Hello there.
I'm trying to use an autotrain ability utilizing behaviours. Basically, the structure has got three abilities. "Produce a worker", "produce a tenant" and "pay the rent". They all are Effect - Instant abilities, using an Effect - Set to apply the right behaviour and remove the other ones.
The behaviours are using "Effect - Issue Order"-type effects to make the unit train the unit referred to by the train ability. So far, so not broken.
But when i change the behaviour, i want the queue to be emptied so a new unit can be queued instantly. I tried adding an "Effect - Issue Order" to the set which orders the unit to use the Queue-ability's command to cancel production before executing the "Apply Behaviour"-effect, but that doesn't work. I assume that the "Cancel production" order is queued up AFTER the production, thus rendering it useless. My bet is that there's a flag for the "Issue Order" Effects that somehow allow this to happen.
TL;DR : What do the flags of "Effect - Issue Order" mean/do?
P.S: Search didn't turn up anything useful and the wiki doesn't seem to have anything on this. If I'm wrong, I'd like to be corrected with the addition of a link.
Shameless Selfbump
what your tring to do is basicly cancel a Unit train and start training an other type of unit if you click on the other unit ability train?
basicly stoping training haff way and starting the training on new unit with OUT hiting cancel?
maybe validators can do that , if not its gona be done with triggers . when u click on a ability instanly cancel and start new training.
I'm actually asking for something that the wiki is missing.
The Effect - Issue Order effect does have a field called Command Flags. There are eight options to choose from:
Alternate
Preempt
Queued
Set Autocast
Set Autocast On
Smart Click
Smart Rally
Subgroup
I have no idea what these may do at all. Though i can somehow imagine that "Queued" would queue the issue order effect after the unit's current orders.
However, i have no clue what the others do specifically.
Here's a (hopefully) clearer example of what i'm trying to do.
I've got a unit.
This unit has the Effect - Instant abilities to apply behaviours to itself.
These behaviours work as an auto-train.
While the unit is training something, i want the player to be able to change the auto-train behaviour. When he does so, i want the unit to cancel whatever it is doing at the moment.
I've got everything working, except the unit won't cancel production.
I tried using an Effect - Issue Order to use the cancel ability, but - and here's the jist - the unit doesn't execute this order immediately. I'm sure that this has to do with the Command Flags, which is why i'm trying to find some info on this. In vain, yet.
Bumpity
Last try to bump this.
Come on people, at least one of you must have a slight clue about this topic.
I was curious about the same thing, but i found no answer. So, I made some tests and can define some of these flags:
Queued - it won't replace existiong orders, like it was issued with Shift key
Smart Click - player rightclicked it, instead of pressing order's button on command card
Smart Rally - unit was created by a builing and sent to rally point
Minimap (or "16" as constant) - if player showed target on minimap
http://www.sc2mapster.com/wiki/galaxy/data/effects/issue-order/