I am currently trying to create a behavior that is only in effect if the unit has not had any orders (no moving, no attacking, no using abilities) for over X seconds. I've got things down with the Unit Compare Order Count Validator, but I'm not sure how I'd tie a duration to it. I'm considering using a workaround where another ability is validated by the Unit Compare Order Count and has a Duration of however many seconds I want the unit to have to be Idle for, and then an Expire Effect that applies the Apply Behavior effect that applies the Behavior I'm trying to Validate in the first place.
I haven't tried this yet so I'm not sure if it works, but before going forward, I was wondering if there was a simpler way to do it. Is there some sort of use of the Combine Validator that function as a time component, or any other way around this through only using Validators?
i think no but i can be wrong. i am not aware of any timed validators. each time you want some specific delay or duration you can either use persistant effects or behaviours.
I am currently trying to create a behavior that is only in effect if the unit has not had any orders (no moving, no attacking, no using abilities) for over X seconds. I've got things down with the Unit Compare Order Count Validator, but I'm not sure how I'd tie a duration to it. I'm considering using a workaround where another ability is validated by the Unit Compare Order Count and has a Duration of however many seconds I want the unit to have to be Idle for, and then an Expire Effect that applies the Apply Behavior effect that applies the Behavior I'm trying to Validate in the first place.
I haven't tried this yet so I'm not sure if it works, but before going forward, I was wondering if there was a simpler way to do it. Is there some sort of use of the Combine Validator that function as a time component, or any other way around this through only using Validators?
i think no but i can be wrong. i am not aware of any timed validators. each time you want some specific delay or duration you can either use persistant effects or behaviours.
I'm not sure if this will come in handy since you both already mentioned valid solutions, anyway that didn't take long: