There's autocast abil, that removes an unwanted behavior from target. If there are multiple casters of the abil, and one of units has that behavior to remove, all casters waste their shot of the abil, and need to cooldown. But then more behaviors may appear during the cooldown, and they won't be removed because of it.
There's "that behavior should presen on target" autocast validator, but I need caster to play cast animation first, so abil casts a persistent with a delay, so, the behavior is not being removed in the same frame, which allows other casters to autocast too.
What would be the easiest way to make only one caster to remove the behavior?
Alternatively you could add a behavior that applies at the start of your persistent, and lasts as long as the cast takes, and use this in your auto-cast validator instead.
Yea, I like the idea, and expect it to work, but never tired. Do you know what exactly should I do to make it work? I know how to use markers to avoid one effect tree to affect a target more than n times.
So, I guess, I should do those 2 things in this case too. First, add "no markers" validator to the list of autocast validators, and second - check a checkbox in "markers+". But which checkbox? And where? In abil or persistent?
to be honest, markers and their flags are a riddle, you have to try until it works. you might need an set-effect infront of your persistant with the same marker in order to validate it then (sounds wierd i know). been awhile since i worked with them. you can have my TD map where markers were execessivly used to prevent double casting. (http://www.sc2mapster.com/forums/development/data/67222-limit-number-of-casts-per-unit/)
This is what I wanted to avoid. In the past, when I had no working recepies, I tried alot with no success. Then Kueken explained an exact way, and it worked. But it was different case.
I just tried to check some markers combinations based on the info at your link. But no success. So, just went the behavior way Tya mentioned.
Why not? There are rules for how the effects being ordered on pipeline within one frame. And it seems that if an abil has been executed, it will perform the whole effect tree that has no delays and supposed to run in the same frame. So, first abil will autocast, and second abil will find the blocking dummy behavior already applied to target and won't be autocasted. And this is what actually happening, as tests show.
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There's autocast abil, that removes an unwanted behavior from target. If there are multiple casters of the abil, and one of units has that behavior to remove, all casters waste their shot of the abil, and need to cooldown. But then more behaviors may appear during the cooldown, and they won't be removed because of it.
There's "that behavior should presen on target" autocast validator, but I need caster to play cast animation first, so abil casts a persistent with a delay, so, the behavior is not being removed in the same frame, which allows other casters to autocast too.
What would be the easiest way to make only one caster to remove the behavior?
using markers is exactly what you want
Yep, markers would work.
Alternatively you could add a behavior that applies at the start of your persistent, and lasts as long as the cast takes, and use this in your auto-cast validator instead.
@FunkyUserName: Go
Yea, I like the idea, and expect it to work, but never tired. Do you know what exactly should I do to make it work? I know how to use markers to avoid one effect tree to affect a target more than n times.
So, I guess, I should do those 2 things in this case too. First, add "no markers" validator to the list of autocast validators, and second - check a checkbox in "markers+". But which checkbox? And where? In abil or persistent?
@TyaArcade: Go
Yea, I had this idea with additional behavior at start of persistent, but hoped there's easier way. Let's see if markers do the job.
to be honest, markers and their flags are a riddle, you have to try until it works. you might need an set-effect infront of your persistant with the same marker in order to validate it then (sounds wierd i know). been awhile since i worked with them. you can have my TD map where markers were execessivly used to prevent double casting. (http://www.sc2mapster.com/forums/development/data/67222-limit-number-of-casts-per-unit/)
This is what I wanted to avoid. In the past, when I had no working recepies, I tried alot with no success. Then Kueken explained an exact way, and it worked. But it was different case.
I just tried to check some markers combinations based on the info at your link. But no success. So, just went the behavior way Tya mentioned.
if you only need to prevent the same ability to be casted you can use the healbeam marker settings (flags). the behaviour way wont work for 100%.
Oh, right, premade data is a great source of knowledge, how could I forgot to check it. Thanks for the idea.
Why not? There are rules for how the effects being ordered on pipeline within one frame. And it seems that if an abil has been executed, it will perform the whole effect tree that has no delays and supposed to run in the same frame. So, first abil will autocast, and second abil will find the blocking dummy behavior already applied to target and won't be autocasted. And this is what actually happening, as tests show.